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		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=4169</id>
		<title>Artifacts</title>
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		<updated>2026-07-29T16:37:50Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: /* List of artifacts */ yeah... these are past regrets... they are now wiki history&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 '''Research Funding''' skill decreases research cost.&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;
&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 '''38''' artifacts available to collect. (2 are event artifacts so they are not always obtainable)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition&lt;br /&gt;
!Category&lt;br /&gt;
!Research Cost&lt;br /&gt;
!Research Time!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Golden Apple''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Forest]]. Click on tree immediately to the right of the tower in-between the rock formations.&lt;br /&gt;
|Standard&lt;br /&gt;
|2000&lt;br /&gt;
|1800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Looks like we can use this specimen to kick early runs up a notch.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100 starting Tower Testing XP per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Rib Cage''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Desert]]. Click on skeleton hiding behind large rib cage.&lt;br /&gt;
|Standard&lt;br /&gt;
|4000&lt;br /&gt;
|1800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The anatomy of the creature from which this calcium-based structure originated appears to be non-cubical in nature, making it entirely unexplainable based on our current documented research.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% artifact research speed per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Carrot''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Winter]]. Click on the snowman's carrot.&lt;br /&gt;
|Standard&lt;br /&gt;
|4000&lt;br /&gt;
|1800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This strange object from the old world is made out of 88% water, 9% carbohydrates, 0.9% protein, 2.8% dietary fiber, 1% ash, and 0.2% fat.&amp;lt;p&amp;gt;It seems to attracted a mysterious creature. Not sure what we can use this for.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +10% Resource drops per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Dwarven Minecart''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Underground]]. Click on traveling minecart to the left of the tower.&lt;br /&gt;
|Standard&lt;br /&gt;
|20000&lt;br /&gt;
|2700&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;In ancient times, long before cubekind ruled as the dominant creatures of this world, there was a cave dwelling species present, persistently digging through the depths of the earth to surface only the most precious treasures hidden beneath the walls of stone and dirt.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +25% mining rewards per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Lava Ruby''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Volcano]]. Click on floating rectangular rock in upper right lava pool. Look carefully as it is the same color as the lava, it is there at the start before drifting away, though it comes back.&lt;br /&gt;
|Standard&lt;br /&gt;
|20000&lt;br /&gt;
|2700&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;What a precious mineral. We should refine our Power Stones based on its internal structure.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Museum#Power_stones|Power Stone]] bonus per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Sign''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[High Mountain]]. Click on the sign.&lt;br /&gt;
|Standard&lt;br /&gt;
|20000&lt;br /&gt;
|2700&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This object was used for navigation before we invented the Quantum Positioning System. Perhaps we should examine where it leads to.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Modules]] (Dropchance) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Monkey Idol''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Jungle]]. Click on the large vine hanging in the foreground.&lt;br /&gt;
|Standard&lt;br /&gt;
|80000&lt;br /&gt;
|3600&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Our xenobiologists have yet to find out how these formidable creatures survived the planetary cubical restructuring. Additionally they have managed to develope the ability to use basic tools in order to create little figurines like this sample. Sadly these ornaments are not of any material value since they are just made out of pure gold instead of resources.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Crate factor per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Ancient Gear''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Metallic_Ruins|Metallic Ruins]]. Click on large bottom right gear.&lt;br /&gt;
|Standard&lt;br /&gt;
|80000&lt;br /&gt;
|3600&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This large metallic circular object emits radioactive waves when being turned fast enough. Obviously this means we can use this effect to speed up our factory machines.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Factory]] machine speed* per researched artifact.&lt;br /&gt;
 *Conveyor belts are considered machines too&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Compass''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Beach]]. Click on sand castle until crab appears carrying a compass - click it before it goes in the water.&lt;br /&gt;
|Standard&lt;br /&gt;
|80000&lt;br /&gt;
|3600&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This compact device utilizes the planets magnetic field to orient its pointers towards their polar extremes. Maybe we can use it to reverse its effect in order to reorient the planet's magnetic field to aling with the direction of the needles.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Shipyard#Sea_miles|Sea Miles]] ([[Shipyard]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Broken Sword''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Ocean]]. Click on the broken sword.&lt;br /&gt;
|Standard&lt;br /&gt;
|400000&lt;br /&gt;
|5400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;A broken sword found in the depths of the ocean.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the '''Broken Sword''' [[Town#Town Assets|Town Asset]].&lt;br /&gt;
 Base [[Shipyard#Shipments|Shipment]] count is increased by +100% in formulas involving the shipment count.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Strange Cube''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Neutral]]. Click on rising cubes on the right-most chasm, when floating cube appears click on it once every time it moves to a different location - repeat until it blows up.&lt;br /&gt;
|Standard&lt;br /&gt;
|400000&lt;br /&gt;
|5400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This otherworldly looking lump of matter allows us to harness SCP (Strange Cube Power) from it. We can then contain this SCP in order to better secure and protect the towers basis.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Basic Resistance (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Kat's Eye''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Dark_Realm|Dark Realm]]. Click on the big house 15 times.&lt;br /&gt;
|Standard&lt;br /&gt;
|400000&lt;br /&gt;
|5400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Through the study of string theory, you somehow managed to obtain Kat's Eye!&lt;br /&gt;
According to the Research Analysis, it's missing it's counterpart to achieve it's full potential! &lt;br /&gt;
Rex Industries is known to always scatter it's products' parts across the different ERAs. Maybe waiting a bit from this starting position, underprepared, could help.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100% Town XP on Town Level 1&lt;br /&gt;
 +Bonus decreases as Town level increases&lt;br /&gt;
 +5% Town XP on max. Town Level&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Broken Wing''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Heaven]]. Click on winged cubes to the left of the tower until a dark cube with only 1 wing appears - click on it.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e6}}&lt;br /&gt;
|6300&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Apparently angels with one wing like clouds and have a longer range than those with two wings. Additionally, they will never be a memory.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.1% Attack Range (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Blackhole In A Bottle''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Universe]]. Look for stationary white star a bit to the top-left of the tower - click on it.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e6}}&lt;br /&gt;
|6300&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The ultimate trash can for the lazy ones among us. It's raccoon-safe as well. Make sure to close the bottle after putting something in to avoid galactic scale collateral damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Combat XP ([[Statue_of_Cubos|Statue of Cubos]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Light Triangle''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Chaos]]. Click on the Escher-like triangle whose color represents the Light element located at the bottom left of the tower.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e7}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Where has it been all this time? It was always there, wasn't it? Is this a reference to something?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.5% Contract bonus ([[Headquarters]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Chained Mannequin'''}}&lt;br /&gt;
|Disable the [[Era]] powers of any element and then kill Era enemies of that element(0.25% drop rate)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e16}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;One of those strange mutated enemy cubes. We put it into chains before we &amp;quot;un-alived&amp;quot; it, just in case it's a bit more alive than we want it to be. This should make experimenting a lot easier in the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +300% XP Cost Research Speed (in the [[Era#Tab_3:_Era_Experiments|Era Experiments]] tab)&lt;br /&gt;
 +Ability to immediatly finish the current xp research by using gems.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Ominous Coil'''}}&lt;br /&gt;
|Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e36}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This weird pillar shaped component dropped right from the heart of a mutated enemy. We can use it to build a powerline from the powerplant to the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 [[Power_Plant|Powerplant]] can now boost [[Workshop]]!&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Energy Sphere'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cylindro|Boss 1]] (5% drop chance, +5% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e10}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This spehere is emitting vast quantities of energy. It is difficult to contain because it destroys any container we try to put it in. I'm curious what might happen if we fed it more energy...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Energy Sphere''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Metal Plating'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Pyramidas|Boss 2]] (15% drop chance, +15% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e15}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This material was used as armor. It might prove useful for upgrading our towers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Metal Plating''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Vine Monster'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Pyramidas|Boss 2]] (5% drop chance, +5% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e15}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This organism has similarities with a plant, but it is in fact a monster which emits clouds of highly toxic poison strong enough to penetrate any material.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Toxic Piranha Ivy''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Incendiary Device'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (15% drop chance, +15% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e20}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This contraption contains explosive substances, with the fuse visible from the outside. When it is ignited, after a while it shatters into a million pieces and wreaks havoc.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Fire Bomb''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Cubos Cube'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (100% drop chance)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e20}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This artifact comes from a very special source. It was used to conjure and combine different elements. Perhaps we can use it for a similar purpose?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks transmutation of [[Museum#Power_stones|Power Stones]] in the [[Museum]]. (Transmute a set of Power Stones into Universal Power Stones)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Dice of Fate'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Dodecai|Boss 4]] (10% drop chance, +10% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e30}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;We appear to have been destined to discover this artifact. It claims we'll construct the perfect tower, but we already knew that. It is useless by itself, therefore perhaps we can convert it into a module instead.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Ultimate|size=30px}} '''Dice of Fate''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Necronomicon'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Dodecai|Boss 4]] (5% drop chance, +5% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e30}}&lt;br /&gt;
|28800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The fabled grimoire, from which so many magical gadgets and doomsday spells were derived. Even though our science is far more advanced than this ancient relic, we might be able to use it to enhance our spell casting abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 -10% [[Modules#Active|Active]] Skill Cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Quantum Warehouse'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e23}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Because of the sci-fi term in its name the quantum warehouse is considerably bigger on the inside than it looks from the outside. Some say that if you start to wander around in it for too long you won't be able to find the exit anymore ...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the [[Factory]] inventory size by 24 slots.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Hyper Trading Table'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e16}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Not really quantum level but still better than meh. This peak of cubic craftmanship provides a magnificent amount of trading space for advanced resource trading.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Adds 10% to the trade resource conversion rate of the [[Trading_Post|Trading Post]].&lt;br /&gt;
 Increases the crate factor by 5% (multiplicative).&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Unstable Matter'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e40}}&lt;br /&gt;
|28800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This highly dense lump of raw matter has been compressed using a special type of container made out of universal material. Opening it would wipe out half the universe so you should probably avoid doing that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Raises the matter gained from dissolving items in the [[Factory#Fabricator|Fabricator]] by 50%.&lt;br /&gt;
 Lowers the fabricating cost of items by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Heart of the Cards'''}}&lt;br /&gt;
|[[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The possessor of this unique relic has the ability to summon the &amp;quot;Heart of the Cards&amp;quot; in any card game. This, according to legend, will provide them with the exact card(s) they require to win the game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Damage Factor (Tower) for each unlocked trading card.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Celestial Tokens'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Pulse Laser&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Forged somewhere in the depths of space by an unknown civilization probably centuries ago. It's cool though that they fit in modern arcade machine coin slots.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Arcade token reward amount x2&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Antimatter Die'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Plasma Cannon&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Rolling this particular die turns out to be quite difficult as you need an anti-table to prevent planetary-scale matter annihilation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases luck factor of all arcade games by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Some Kinda Laser Thingie'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Laser&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Found drifting amidst the vast expanse of space. The allure to unleash its powers is undeniably strong.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Improves the strength of the 'Spiked Tokens' exotic skill.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''W.I.N.C.E. Plushie'''}}&lt;br /&gt;
|Have {{Module|Legendary|size=30px}} '''W.I.N.C.E.''' equipped, have 0 offensive(red) modules equipped, and complete [[Chaos]] Impossible difficulty on Normal mode.&lt;br /&gt;
| Secret&lt;br /&gt;
|{{Number|4e50}}&lt;br /&gt;
|1&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Show your support for WootImNoob Innovations with this DELUXE, AUTHENTIC, DEFINITIVELY PERFECT, collector's edition miniature of the legendary pioneer of zero damage solutions.&amp;lt;p&amp;gt;Warning: do not eat. If gets in eyes, wash thoroughly with water. Conatins 40% recycled polyesters. Handwash only. Potentially hazardous - handle with care. Not for resale.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 WootImNoob Collector's Edition Plushie&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Pumpkin'''}}&lt;br /&gt;
|Reward of the [[Halloween|Halloween]] event (Oct. 1st to Oct. 31st)&lt;br /&gt;
|Event&lt;br /&gt;
|{{Number|4e10}}&lt;br /&gt;
|10&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This object instills fear in mortals! We can use it to get some extra treats.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Book of Cubimas'''}}&lt;br /&gt;
|Reward of the [[Christmas|Christmas]] event (Dec. 1st to Jan. 1st)&lt;br /&gt;
|Event&lt;br /&gt;
|{{Number|4e10}}&lt;br /&gt;
|10&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Dr. Frostical used this book to measure the success of Cubimas.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Google's Treasure Bag'''}}&lt;br /&gt;
|[[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
Defeat a mimic. Not 100% droprate, so defeat many mimics.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Named after its tamer, Google, this friendly mimic masquerades as a treasure bag. Unlike its deceptive kin, it warmly guides adventurers to wealth, infusing their journey with a playful mischief that enriches every step.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 A must take on any adventure! (increases the chance of finding tokens and skillpoints as well as the amount of tokens)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Una's Replicator'''}}&lt;br /&gt;
|Una's clue #1 &amp;lt;spoiler&amp;gt;''Maybe y'all should go touch grass......... in the game.''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Una's clue #2 &amp;lt;spoiler&amp;gt;''I think you're way overthinking it. If someone tells you to go touch grass, where are you going?''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Location: &amp;lt;spoiler&amp;gt;[[Town]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;[[Town]] level 1000. (10% chance to appear?)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e70}}&lt;br /&gt;
|86400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Una's replicator, a marvel of ancient craftsmanship, is named in honor of its creator, Una. This intricate device is capable of converting the town's hard-earned XP into valuable skillpoints.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Gains up to 1000 extra skillpoints using excess [[Town]] XP. (XP needed per SP: n&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;*1000, where n from 1 to 1000)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Nar's Tubular Test Tube'''}}&lt;br /&gt;
|Nar's clue #1&amp;lt;spoiler&amp;gt;''My module helps with the artifact unlock but you gonna need more than that''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;Kill an enemy with an element not normally present in a region&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e20}}&lt;br /&gt;
|28800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This potent fluid required 31 experiments for Nar to create, but in the end, he succeeded in producing something that will boost the tower's base armor without the need for any modules. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increase base armor of all elements by 1.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Seraphiel's Microphone Staff'''}}&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;[[File:How to get Seraphiel.png|thumb]]{{clear}}&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Frequently Scrutinized Pits:&amp;lt;spoiler&amp;gt;&lt;br /&gt;
* Tricky white balance: none of the items are gray&lt;br /&gt;
* Watching &amp;quot;Hazbin Hotel&amp;quot; show, origin of the meme, is not required&lt;br /&gt;
* DnD &amp;quot;infinity&amp;quot; dragon is related to the artifact requirements, but not a separate condition&lt;br /&gt;
* Seraphiel Morningstar is the creator of the artifact and a honorary citizen&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Secret&lt;br /&gt;
|{{Number|5e50}}&lt;br /&gt;
|86400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This unholy device turns any recording into a haunting chorus that is heard directly inside the head of every worker standing inside the manufacture, causing them to reach peak efficiency.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the strength of all manufacture boosters by 0.5% per researched artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Artifacts from Regions: When searching for these artifacts, set your resolution to highest possible and close all side tabs (Skills and Modules) or else the artifact's location may be obscured&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=4165</id>
		<title>Artifacts</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Artifacts&amp;diff=4165"/>
		<updated>2026-06-10T16:34:53Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: updated Kat's Eye description&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 '''Research Funding''' skill decreases research cost.&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;
&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 '''38''' artifacts available to collect. (2 are event artifacts so they are not always obtainable)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Unlock condition&lt;br /&gt;
!Category&lt;br /&gt;
!Research Cost&lt;br /&gt;
!Research Time!!Reward&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Golden Apple''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Forest]]. Click on tree immediately to the right of the tower in-between the rock formations.&lt;br /&gt;
|Standard&lt;br /&gt;
|2000&lt;br /&gt;
|1800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Looks like we can use this specimen to kick early runs up a notch.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100 starting Tower Testing XP per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Rib Cage''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Desert]]. Click on skeleton hiding behind large rib cage.&lt;br /&gt;
|Standard&lt;br /&gt;
|4000&lt;br /&gt;
|1800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The anatomy of the creature from which this calcium-based structure originated appears to be non-cubical in nature, making it entirely unexplainable based on our current documented research.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% artifact research speed per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Carrot''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Winter]]. Click on the snowman's carrot.&lt;br /&gt;
|Standard&lt;br /&gt;
|4000&lt;br /&gt;
|1800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This strange object from the old world is made out of 88% water, 9% carbohydrates, 0.9% protein, 2.8% dietary fiber, 1% ash, and 0.2% fat.&amp;lt;p&amp;gt;It seems to attracted a mysterious creature. Not sure what we can use this for.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +10% Resource drops per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Dwarven Minecart''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Underground]]. Click on traveling minecart to the left of the tower.&lt;br /&gt;
|Standard&lt;br /&gt;
|20000&lt;br /&gt;
|2700&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;In ancient times, long before cubekind ruled as the dominant creatures of this world, there was a cave dwelling species present, persistently digging through the depths of the earth to surface only the most precious treasures hidden beneath the walls of stone and dirt.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +25% mining rewards per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Lava Ruby''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Volcano]]. Click on floating rectangular rock in upper right lava pool. Look carefully as it is the same color as the lava, it is there at the start before drifting away, though it comes back.&lt;br /&gt;
|Standard&lt;br /&gt;
|20000&lt;br /&gt;
|2700&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;What a precious mineral. We should refine our Power Stones based on its internal structure.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Museum#Power_stones|Power Stone]] bonus per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Sign''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[High Mountain]]. Click on the sign.&lt;br /&gt;
|Standard&lt;br /&gt;
|20000&lt;br /&gt;
|2700&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This object was used for navigation before we invented the Quantum Positioning System. Perhaps we should examine where it leads to.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Modules]] (Dropchance) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Monkey Idol''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Jungle]]. Click on the large vine hanging in the foreground.&lt;br /&gt;
|Standard&lt;br /&gt;
|80000&lt;br /&gt;
|3600&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Our xenobiologists have yet to find out how these formidable creatures survived the planetary cubical restructuring. Additionally they have managed to develope the ability to use basic tools in order to create little figurines like this sample. Sadly these ornaments are not of any material value since they are just made out of pure gold instead of resources.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Crate factor per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Ancient Gear''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Metallic_Ruins|Metallic Ruins]]. Click on large bottom right gear.&lt;br /&gt;
|Standard&lt;br /&gt;
|80000&lt;br /&gt;
|3600&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This large metallic circular object emits radioactive waves when being turned fast enough. Obviously this means we can use this effect to speed up our factory machines.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +2% [[Factory]] machine speed* per researched artifact.&lt;br /&gt;
 *Conveyor belts are considered machines too&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Compass''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Beach]]. Click on sand castle until crab appears carrying a compass - click it before it goes in the water.&lt;br /&gt;
|Standard&lt;br /&gt;
|80000&lt;br /&gt;
|3600&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This compact device utilizes the planets magnetic field to orient its pointers towards their polar extremes. Maybe we can use it to reverse its effect in order to reorient the planet's magnetic field to aling with the direction of the needles.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% [[Shipyard#Sea_miles|Sea Miles]] ([[Shipyard]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Broken Sword''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Ocean]]. Click on the broken sword.&lt;br /&gt;
|Standard&lt;br /&gt;
|400000&lt;br /&gt;
|5400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;A broken sword found in the depths of the ocean.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the '''Broken Sword''' [[Town#Town Assets|Town Asset]].&lt;br /&gt;
 Base [[Shipyard#Shipments|Shipment]] count is increased by +100% in formulas involving the shipment count.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Strange Cube''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Neutral]]. Click on rising cubes on the right-most chasm, when floating cube appears click on it once every time it moves to a different location - repeat until it blows up.&lt;br /&gt;
|Standard&lt;br /&gt;
|400000&lt;br /&gt;
|5400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This otherworldly looking lump of matter allows us to harness SCP (Strange Cube Power) from it. We can then contain this SCP in order to better secure and protect the towers basis.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Basic Resistance (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Kat's Eye''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Cratorrex's clue #1 &amp;lt;spoiler&amp;gt;''It's early, but never too late.'' (Game progress)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Cratorrex's clue #2, please ignore as it's not too helpful &amp;lt;spoiler&amp;gt;''What's the similarities between cats and endermen?'' (also consider the differences)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Clue #3 credit to @thresher3907 on discord &amp;lt;spoiler&amp;gt;''The Dark Knight would be at home here''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Region: &amp;lt;spoiler&amp;gt;[[Dark_Realm|Dark Realm]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;Location: [[Dark_Realm|Dark Realm]]. Click on the big house 15 times.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|400000&lt;br /&gt;
|5400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Through the study of string theory, you somehow managed to obtain Kat's Eye!&lt;br /&gt;
According to the Research Analysis, it's missing it's counterpart to achieve it's full potential! &lt;br /&gt;
Rex Industries is known to always scatter it's products' parts across the different ERAs. Maybe waiting a bit from this starting position, underprepared, could help.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +100% Town XP on Town Level 1&lt;br /&gt;
 +Bonus decreases as Town level increases&lt;br /&gt;
 +5% Town XP on max. Town Level&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Broken Wing''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Heaven]]. Click on winged cubes to the left of the tower until a dark cube with only 1 wing appears - click on it.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e6}}&lt;br /&gt;
|6300&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Apparently angels with one wing like clouds and have a longer range than those with two wings. Additionally, they will never be a memory.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.1% Attack Range (Tower) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Blackhole In A Bottle''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Universe]]. Look for stationary white star a bit to the top-left of the tower - click on it.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e6}}&lt;br /&gt;
|6300&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The ultimate trash can for the lazy ones among us. It's raccoon-safe as well. Make sure to close the bottle after putting something in to avoid galactic scale collateral damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Combat XP ([[Statue_of_Cubos|Statue of Cubos]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Light Triangle''' &amp;lt;sup&amp;gt;[[Artifacts#Footnotes|[1]]]&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
|Region: [[Chaos]]. Click on the Escher-like triangle whose color represents the Light element located at the bottom left of the tower.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e7}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Where has it been all this time? It was always there, wasn't it? Is this a reference to something?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +0.5% Contract bonus ([[Headquarters]]) per researched artifact.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Chained Mannequin'''}}&lt;br /&gt;
|Disable the [[Era]] powers of any element and then kill Era enemies of that element(0.25% drop rate)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e16}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;One of those strange mutated enemy cubes. We put it into chains before we &amp;quot;un-alived&amp;quot; it, just in case it's a bit more alive than we want it to be. This should make experimenting a lot easier in the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +300% XP Cost Research Speed (in the [[Era#Tab_3:_Era_Experiments|Era Experiments]] tab)&lt;br /&gt;
 +Ability to immediatly finish the current xp research by using gems.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Ominous Coil'''}}&lt;br /&gt;
|Disable the electricity Era power and kill electricity Era enemies (0.25% drop rate per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e36}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This weird pillar shaped component dropped right from the heart of a mutated enemy. We can use it to build a powerline from the powerplant to the workshop.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 [[Power_Plant|Powerplant]] can now boost [[Workshop]]!&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Energy Sphere'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cylindro|Boss 1]] (5% drop chance, +5% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e10}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This spehere is emitting vast quantities of energy. It is difficult to contain because it destroys any container we try to put it in. I'm curious what might happen if we fed it more energy...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Energy Sphere''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Metal Plating'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Pyramidas|Boss 2]] (15% drop chance, +15% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e15}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This material was used as armor. It might prove useful for upgrading our towers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Defensive|size=30px}} '''Metal Plating''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Vine Monster'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Pyramidas|Boss 2]] (5% drop chance, +5% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e15}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This organism has similarities with a plant, but it is in fact a monster which emits clouds of highly toxic poison strong enough to penetrate any material.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Toxic Piranha Ivy''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Incendiary Device'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (15% drop chance, +15% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e20}}&lt;br /&gt;
|7200&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This contraption contains explosive substances, with the fuse visible from the outside. When it is ignited, after a while it shatters into a million pieces and wreaks havoc.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Offensive|size=30px}} '''Fire Bomb''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Cubos Cube'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Cubos_Jr.|Boss 3]] (100% drop chance)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e20}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This artifact comes from a very special source. It was used to conjure and combine different elements. Perhaps we can use it for a similar purpose?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks transmutation of [[Museum#Power_stones|Power Stones]] in the [[Museum]]. (Transmute a set of Power Stones into Universal Power Stones)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Dice of Fate'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Dodecai|Boss 4]] (10% drop chance, +10% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e30}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;We appear to have been destined to discover this artifact. It claims we'll construct the perfect tower, but we already knew that. It is useless by itself, therefore perhaps we can convert it into a module instead.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Unlocks the {{Module|Ultimate|size=30px}} '''Dice of Fate''' Module.&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Necronomicon'''}}&lt;br /&gt;
|[[Statue_of_Cubos#Dodecai|Boss 4]] (5% drop chance, +5% per kill)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e30}}&lt;br /&gt;
|28800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The fabled grimoire, from which so many magical gadgets and doomsday spells were derived. Even though our science is far more advanced than this ancient relic, we might be able to use it to enhance our spell casting abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 -10% [[Modules#Active|Active]] Skill Cooldown.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Quantum Warehouse'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|2e23}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Because of the sci-fi term in its name the quantum warehouse is considerably bigger on the inside than it looks from the outside. Some say that if you start to wander around in it for too long you won't be able to find the exit anymore ...&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the [[Factory]] inventory size by 24 slots.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Hyper Trading Table'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e16}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Not really quantum level but still better than meh. This peak of cubic craftmanship provides a magnificent amount of trading space for advanced resource trading.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Adds 10% to the trade resource conversion rate of the [[Trading_Post|Trading Post]].&lt;br /&gt;
 Increases the crate factor by 5% (multiplicative).&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Unstable Matter'''}}&lt;br /&gt;
|[[Specializations#Mine:_Asteroid_Mining|Asteroid Mining]] ([[Mine]] 2nd floor)&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e40}}&lt;br /&gt;
|28800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This highly dense lump of raw matter has been compressed using a special type of container made out of universal material. Opening it would wipe out half the universe so you should probably avoid doing that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Raises the matter gained from dissolving items in the [[Factory#Fabricator|Fabricator]] by 50%.&lt;br /&gt;
 Lowers the fabricating cost of items by 25%.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Heart of the Cards'''}}&lt;br /&gt;
|[[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;The possessor of this unique relic has the ability to summon the &amp;quot;Heart of the Cards&amp;quot; in any card game. This, according to legend, will provide them with the exact card(s) they require to win the game.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +1% Damage Factor (Tower) for each unlocked trading card.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Celestial Tokens'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Pulse Laser&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Forged somewhere in the depths of space by an unknown civilization probably centuries ago. It's cool though that they fit in modern arcade machine coin slots.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Arcade token reward amount x2&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Antimatter Die'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Plasma Cannon&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Rolling this particular die turns out to be quite difficult as you need an anti-table to prevent planetary-scale matter annihilation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases luck factor of all arcade games by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Some Kinda Laser Thingie'''}}&lt;br /&gt;
|Beat [[Arcade#Perfect_Space|Arcade Perfect Space]] with Laser&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Found drifting amidst the vast expanse of space. The allure to unleash its powers is undeniably strong.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Improves the strength of the 'Spiked Tokens' exotic skill.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''W.I.N.C.E. Plushie'''}}&lt;br /&gt;
|Have {{Module|Legendary|size=30px}} '''W.I.N.C.E.''' equipped, have 0 offensive(red) modules equipped, and complete [[Chaos]] Impossible difficulty on Normal mode.&lt;br /&gt;
| Secret&lt;br /&gt;
|{{Number|4e50}}&lt;br /&gt;
|1&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Show your support for WootImNoob Innovations with this DELUXE, AUTHENTIC, DEFINITIVELY PERFECT, collector's edition miniature of the legendary pioneer of zero damage solutions.&amp;lt;p&amp;gt;Warning: do not eat. If gets in eyes, wash thoroughly with water. Conatins 40% recycled polyesters. Handwash only. Potentially hazardous - handle with care. Not for resale.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 WootImNoob Collector's Edition Plushie&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Pumpkin'''}}&lt;br /&gt;
|Reward of the [[Halloween|Halloween]] event (Oct. 1st to Oct. 31st)&lt;br /&gt;
|Event&lt;br /&gt;
|{{Number|4e10}}&lt;br /&gt;
|10&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This object instills fear in mortals! We can use it to get some extra treats.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Book of Cubimas'''}}&lt;br /&gt;
|Reward of the [[Christmas|Christmas]] event (Dec. 1st to Jan. 1st)&lt;br /&gt;
|Event&lt;br /&gt;
|{{Number|4e10}}&lt;br /&gt;
|10&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Dr. Frostical used this book to measure the success of Cubimas.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 +5% Resource drops.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Google's Treasure Bag'''}}&lt;br /&gt;
|[[Arcade#Adventure|Adventure (Arcade)]]&lt;br /&gt;
Defeat a mimic. Not 100% droprate, so defeat many mimics.&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|8e10}}&lt;br /&gt;
|14400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Named after its tamer, Google, this friendly mimic masquerades as a treasure bag. Unlike its deceptive kin, it warmly guides adventurers to wealth, infusing their journey with a playful mischief that enriches every step.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 A must take on any adventure! (increases the chance of finding tokens and skillpoints as well as the amount of tokens)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Una's Replicator'''}}&lt;br /&gt;
|Una's clue #1 &amp;lt;spoiler&amp;gt;''Maybe y'all should go touch grass......... in the game.''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Una's clue #2 &amp;lt;spoiler&amp;gt;''I think you're way overthinking it. If someone tells you to go touch grass, where are you going?''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Location: &amp;lt;spoiler&amp;gt;[[Town]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;[[Town]] level 1000. (10% chance to appear?)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e70}}&lt;br /&gt;
|86400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;Una's replicator, a marvel of ancient craftsmanship, is named in honor of its creator, Una. This intricate device is capable of converting the town's hard-earned XP into valuable skillpoints.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Gains up to 1000 extra skillpoints using excess [[Town]] XP. (XP needed per SP: n&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;*1000, where n from 1 to 1000)&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Nar's Tubular Test Tube'''}}&lt;br /&gt;
|Nar's clue #1&amp;lt;spoiler&amp;gt;''My module helps with the artifact unlock but you gonna need more than that''&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Unlock: &amp;lt;spoiler&amp;gt;Kill an enemy with an element not normally present in a region&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Standard&lt;br /&gt;
|{{Number|4e20}}&lt;br /&gt;
|28800&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This potent fluid required 31 experiments for Nar to create, but in the end, he succeeded in producing something that will boost the tower's base armor without the need for any modules. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increase base armor of all elements by 1.&lt;br /&gt;
|-&lt;br /&gt;
|{{Nowrap|'''Seraphiel's Microphone Staff'''}}&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;[[File:How to get Seraphiel.png|thumb]]{{clear}}&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
Frequently Scrutinized Pits:&amp;lt;spoiler&amp;gt;&lt;br /&gt;
* Tricky white balance: none of the items are gray&lt;br /&gt;
* Watching &amp;quot;Hazbin Hotel&amp;quot; show, origin of the meme, is not required&lt;br /&gt;
* DnD &amp;quot;infinity&amp;quot; dragon is related to the artifact requirements, but not a separate condition&lt;br /&gt;
* Seraphiel Morningstar is the creator of the artifact and a honorary citizen&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Secret&lt;br /&gt;
|{{Number|5e50}}&lt;br /&gt;
|86400&lt;br /&gt;
|''Flavor''&amp;lt;blockquote&amp;gt;This unholy device turns any recording into a haunting chorus that is heard directly inside the head of every worker standing inside the manufacture, causing them to reach peak efficiency.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Increases the strength of all manufacture boosters by 0.5% per researched artifact.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Artifacts from Regions: When searching for these artifacts, set your resolution to highest possible and close all side tabs (Skills and Modules) or else the artifact's location may be obscured&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Gems&amp;diff=3926</id>
		<title>Experiment: Gems</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Gems&amp;diff=3926"/>
		<updated>2026-01-13T16:46:36Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GemExperiment.png|thumb|The Gem Experiment]]&lt;br /&gt;
[[File:Gem.png|left]]&lt;br /&gt;
The '''Gem experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 6.&lt;br /&gt;
&lt;br /&gt;
The goal of the Gem Experiment is to fill the board with [[gems]], in order to obtain dust. &amp;lt;sup&amp;gt;Only normal/blue gems count towards a stack, not pink exotic gems.&amp;lt;/sup&amp;gt; &lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
Clicking a tile rolls the tiles around the central tile in a + formation (Max is 5 tiles) into random icons. Roll time varies, from 1 second to 15 seconds. Each time you complete the board, the symbols will be randomized, and a stack indicator on the left will fill up.&lt;br /&gt;
&lt;br /&gt;
You must complete the gem board 9 times in order to receive 1 stack.&lt;br /&gt;
&lt;br /&gt;
With stacks, they can be ground into dust. The amount of dust earned per stack is equal to the &amp;lt;code&amp;gt;grinding duration&amp;lt;/code&amp;gt; * &amp;lt;code&amp;gt;dust per second&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Gem Grid Upgrades===&lt;br /&gt;
&lt;br /&gt;
*'''Lock chance''': Chance to not re-roll a tile if the icon is a gem. Does not work on the tile being clicked, as in clicking a gem tile always re-rolls the tile.&lt;br /&gt;
*'''Gem chance''': Chance for a tile to end up being a gem.&lt;br /&gt;
&lt;br /&gt;
===Gem Grinder Upgrades===&lt;br /&gt;
&lt;br /&gt;
*'''Instant complete chance''': (left side) Chance that a new grid will instantly entirely into gems. (This value slightly increases the more unused stacks you own.)&lt;br /&gt;
*'''Don't consume stack chance''': (right side) Chance that a processed stack will not be consumed, allowing you effectively to grind it a second time.&lt;br /&gt;
&lt;br /&gt;
==Prestige Upgrades==&lt;br /&gt;
&lt;br /&gt;
*'''Improvement''': Reduces the waiting time between layers by 0.1 sec (max. 9 levels)&lt;br /&gt;
*'''Improvement''': Increases the total grinding time by 1 second for each level of the right hand side grinder upgrade. (max. 30 levels)&lt;br /&gt;
*'''Improvement''': Increases the dust produced per second by 0.5 second per level of the right hand side grinder upgrade. (max. 30 levels)&lt;br /&gt;
*'''Improvement''': Increase the starting level of all upgrades by 1 without increasing the price scaling. (max. 30 levels)&lt;br /&gt;
&lt;br /&gt;
Whenever you prestige, the following effects take place:&lt;br /&gt;
&lt;br /&gt;
*Gem grid will be reset (exotic skill disables this)&lt;br /&gt;
*Completed layers will be reset (exotic skill disables this)&lt;br /&gt;
*Stacks will be reset (exotic skill disables this)&lt;br /&gt;
*Dust will be reset (exotic skill disables this)&lt;br /&gt;
*Base level for each upgrade will increase&lt;br /&gt;
&lt;br /&gt;
Another thing that the prestige does is it resets the upgrades on the right-hand side (i.e. lock chance and gem chance), although this is not specified anywhere. Exotic skill would disable this effect as well.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Requirement!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!1 Stack&lt;br /&gt;
|{{Module|Ultimate|size=30px}} Lucky Shot&lt;br /&gt;
|-&lt;br /&gt;
!5 Stacks&lt;br /&gt;
|{{Module|Defensive|size=30px}} Phasing&lt;br /&gt;
|-&lt;br /&gt;
!62.55M Gem Dust&lt;br /&gt;
| +2500% Shipyard: Gem Rewards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Since it only matters to the player whether or not a particular tile is a gem and the grid has size 5x5, the grid can be seen as being in one of 2&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;=33,554,432 distinguishable states. However, since any kind of rotation or reflection of the grid is ultimately inconsequential to a strategy for solving the experiment, any states that differ from each other merely by those means can be subsumed into one abstract state. This cuts down the size of the state space by almost a factor of 8 - 8 because an asymmetric grid has four rotations each in two reflections, almost because a few states are in some way symmetric and thus have less. The exact size of the state space after accounting for rotations and reflections is '''4,211,744''' (including the one goal state of full 25 gems) as determined by brute force search.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Talk:Main_Page&amp;diff=3827</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Talk:Main_Page&amp;diff=3827"/>
		<updated>2025-08-18T16:38:22Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Very good game, yes.&lt;br /&gt;
&lt;br /&gt;
== To-Do List (Checklist) == →&lt;br /&gt;
&lt;br /&gt;
Use this section to log down any things we need to do (add to the wiki or change parts of it).&lt;br /&gt;
Strikethrough or prune when completed.&lt;br /&gt;
* The entirety of [[Progression Guides]] hub. (list down in strikethrough whoever has done what part)&lt;br /&gt;
* &amp;lt;s&amp;gt;Add hints to [[Experiment: Nature]]&amp;lt;/s&amp;gt;&lt;br /&gt;
* Update [[Construction Firm]] to include Tier 6 (Since v0.9.0)&lt;br /&gt;
* [[AI]] Documentation&lt;br /&gt;
** Finish adding external-editor signatures to things&lt;br /&gt;
** &amp;lt;s&amp;gt;Add new functions that were added in 0.9.x&amp;lt;/s&amp;gt;&lt;br /&gt;
** Add expressions to go along with Impulse/Condition/Actions&lt;br /&gt;
** Add all the missing [[Workers#Worker_Taskid.27s|Worker &amp;lt;code&amp;gt;taskid&amp;lt;/code&amp;gt;'s]]&lt;br /&gt;
* [[Town]]&lt;br /&gt;
* &amp;lt;s&amp;gt;Update [[Challenge Mode]] for release of legendary modules&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Template:ModuleInfo|Module Info]] template refinement&lt;br /&gt;
* Document unlock costs for [[Exotic_Skills|Exotic Skills]] for each of the [[Buildings]] &amp;lt;small&amp;gt;(LOW priority? We need more collective info from folks who've yet to unlock all.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Consolidate '''Element''' column into '''Tags''' column in [[Modules]] tables&amp;lt;/s&amp;gt;&lt;br /&gt;
* Cleanup [[Achievements]] as of &amp;lt;code&amp;gt;v0.33.1&amp;lt;/code&amp;gt;&lt;br /&gt;
* Incorporate and explain [[Infinity#Anvil|Anvil]] stars orbital information (as provided by @xmmmx via [https://discord.com/channels/488444879836413975/644233650761760778/1171199563890167950 Discord])&lt;br /&gt;
* Maybe a [[Nexus]] page to house the below section??&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
= Secret Codes =&lt;br /&gt;
&amp;lt;code&amp;gt;This is like... just placed here cus idk where to put it... -cr&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secret Codes are a Feature of the [[Nexus]] where players can input codes to gain some game-related items!&amp;lt;sup&amp;gt;''[Citation needed]''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This section documents all the secret codes in the game. If you do not see a code here, and it's not valid in the game, then the code never existed in the first place. Maybe it's valid in [https://games.fs-studios.com/perfecttower/ The Perfect Tower]&amp;lt;sup&amp;gt;[[https://www.kongregate.com/games/XmmmX99/the-perfect-tower Kongregate]]&amp;lt;/sup&amp;gt;?&lt;br /&gt;
&lt;br /&gt;
=== Hard Coded ===&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Code was redacted, but no racoon marks were spotted in the vicinity...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Active Server Codes ===&lt;br /&gt;
-None-&lt;br /&gt;
&lt;br /&gt;
=== Inactive/Past Codes ===&lt;br /&gt;
-None-&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Talk:Main_Page&amp;diff=3826</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Talk:Main_Page&amp;diff=3826"/>
		<updated>2025-08-18T16:37:53Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: placed a displaced secret codes section here... maybe make a nexus page for this...??? (also disabled the auto-generated Table of Contents)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Very good game, yes.&lt;br /&gt;
&lt;br /&gt;
== To-Do List (Checklist) == →&lt;br /&gt;
&lt;br /&gt;
Use this section to log down any things we need to do (add to the wiki or change parts of it).&lt;br /&gt;
Strikethrough or prune when completed.&lt;br /&gt;
* The entirety of [[Progression Guides]] hub. (list down in strikethrough whoever has done what part)&lt;br /&gt;
* &amp;lt;s&amp;gt;Add hints to [[Experiment: Nature]]&amp;lt;/s&amp;gt;&lt;br /&gt;
* Update [[Construction Firm]] to include Tier 6 (Since v0.9.0)&lt;br /&gt;
* [[AI]] Documentation&lt;br /&gt;
** Finish adding external-editor signatures to things&lt;br /&gt;
** &amp;lt;s&amp;gt;Add new functions that were added in 0.9.x&amp;lt;/s&amp;gt;&lt;br /&gt;
** Add expressions to go along with Impulse/Condition/Actions&lt;br /&gt;
** Add all the missing [[Workers#Worker_Taskid.27s|Worker &amp;lt;code&amp;gt;taskid&amp;lt;/code&amp;gt;'s]]&lt;br /&gt;
* [[Town]]&lt;br /&gt;
* &amp;lt;s&amp;gt;Update [[Challenge Mode]] for release of legendary modules&amp;lt;/s&amp;gt;&lt;br /&gt;
* [[Template:ModuleInfo|Module Info]] template refinement&lt;br /&gt;
* Document unlock costs for [[Exotic_Skills|Exotic Skills]] for each of the [[Buildings]] &amp;lt;small&amp;gt;(LOW priority? We need more collective info from folks who've yet to unlock all.)&amp;lt;/small&amp;gt;&lt;br /&gt;
* &amp;lt;s&amp;gt;Consolidate '''Element''' column into '''Tags''' column in [[Modules]] tables&amp;lt;/s&amp;gt;&lt;br /&gt;
* Cleanup [[Achievements]] as of &amp;lt;code&amp;gt;v0.33.1&amp;lt;/code&amp;gt;&lt;br /&gt;
* Incorporate and explain [[Infinity#Anvil|Anvil]] stars orbital information (as provided by @xmmmx via [https://discord.com/channels/488444879836413975/644233650761760778/1171199563890167950 Discord])&lt;br /&gt;
* Maybe a [Nexus] page to house the below section??&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
= Secret Codes =&lt;br /&gt;
&amp;lt;code&amp;gt;This is like... just placed here cus idk where to put it... -cr&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secret Codes are a Feature of the [[Nexus]] where players can input codes to gain some game-related items!&amp;lt;sup&amp;gt;''[Citation needed]''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This section documents all the secret codes in the game. If you do not see a code here, and it's not valid in the game, then the code never existed in the first place. Maybe it's valid in [https://games.fs-studios.com/perfecttower/ The Perfect Tower]&amp;lt;sup&amp;gt;[[https://www.kongregate.com/games/XmmmX99/the-perfect-tower Kongregate]]&amp;lt;/sup&amp;gt;?&lt;br /&gt;
&lt;br /&gt;
=== Hard Coded ===&lt;br /&gt;
&amp;lt;spoiler&amp;gt;Code was redacted, but no racoon marks were spotted in the vicinity...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Active Server Codes ===&lt;br /&gt;
-None-&lt;br /&gt;
&lt;br /&gt;
=== Inactive/Past Codes ===&lt;br /&gt;
-None-&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3800</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3800"/>
		<updated>2025-06-11T05:11:25Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: &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 at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''394''' modules available to unlock (as of v0.50.6).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) by bumpusm |link=Special:FilePath/TowerTesting_Bumps.png]]&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, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are required for Museum statistic, but not for Achievements.&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 to 1. 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;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&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;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&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 (with the exception of Hard, unless it has a x2 multiplier), 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;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; showfilename=&amp;quot;yes&amp;quot; caption=&amp;quot;Modules from Regions&amp;quot;&amp;gt;&lt;br /&gt;
File:Modules Region2.png&lt;br /&gt;
File:Modules Region3.png&lt;br /&gt;
File:Modules Region4.png&lt;br /&gt;
File:Modules Region6.png&lt;br /&gt;
File:Modules Region7.png&lt;br /&gt;
File:Modules Region8.png&lt;br /&gt;
File:Modules Region9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the towers attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1+: 1÷(.4-.05(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|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;
|Tier 1+: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1+: 50% + 10% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|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;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''&lt;br /&gt;
|250|| ||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;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|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;
|Tier 1+: 50% + 10% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-6: 1000 × 10^(t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 7+: 1.5e8/150M × 1.5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+ 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1+: 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 20%, 1s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1+: 70% + 5% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 2% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 10000-20000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%&lt;br /&gt;
|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;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|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;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|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;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1+: 70% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1+: 6% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|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;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%&lt;br /&gt;
|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;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%&lt;br /&gt;
|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;
|Tier 1+: 10% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: (7 - t)) sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 40 + 5*(t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: (20*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the towers 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;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(6.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;20 + 10*tier&amp;lt;/code&amp;gt;%, 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;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the towers attackspeed by 100% but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Tier 1+: (2*t)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|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. '''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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 raised to the power of 0.5 (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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the towers HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{5 + 5*tier}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||250000 J&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''&lt;br /&gt;
|50|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints 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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the towers shield that allows it to complet[e]ly 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the towers Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. '''0.1% chance to meltdown and destroy the tower.''' &lt;br /&gt;
''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''&lt;br /&gt;
|10||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''&lt;br /&gt;
|30|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''&lt;br /&gt;
|250|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|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. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||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. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''&lt;br /&gt;
|100|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''&lt;br /&gt;
|1|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air 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: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''&lt;br /&gt;
|250||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''&lt;br /&gt;
|250|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''&lt;br /&gt;
|100|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''&lt;br /&gt;
|250||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''&lt;br /&gt;
|250||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''&lt;br /&gt;
|250|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''&lt;br /&gt;
|1|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''&lt;br /&gt;
|250|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''&lt;br /&gt;
|250|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''&lt;br /&gt;
|250||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''&lt;br /&gt;
|5|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''&lt;br /&gt;
|25|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''&lt;br /&gt;
|250|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''&lt;br /&gt;
|1|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''&lt;br /&gt;
|250|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''&lt;br /&gt;
|250|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
|250&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''&lt;br /&gt;
|250|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''&lt;br /&gt;
|5|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''&lt;br /&gt;
|250|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''&lt;br /&gt;
|100||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''&lt;br /&gt;
|250||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''&lt;br /&gt;
|1|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness 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.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''&lt;br /&gt;
|250|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''&lt;br /&gt;
|250|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''&lt;br /&gt;
|1|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''&lt;br /&gt;
|250|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''&lt;br /&gt;
|5|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''&lt;br /&gt;
|250|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''&lt;br /&gt;
|250||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''&lt;br /&gt;
|250||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''&lt;br /&gt;
|100||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''&lt;br /&gt;
|250|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|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 attack speed. 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|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;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the Towers max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&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 mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''&lt;br /&gt;
|250||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|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; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |4|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |5&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |7||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''13'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |14&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15|| ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |21&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |26&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||3&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||28&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
(Table currently empty)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&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, v0.29.0, there are '''9''' 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;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|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 [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Martyrdom:&amp;lt;spoiler&amp;gt;Light up the bombs in the Tower Testing Exit Confirmation.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3799</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3799"/>
		<updated>2025-06-11T05:08:45Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: Gallery for Module Icons in /*Regions*/&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 at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''394''' modules available to unlock (as of v0.50.6).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) by bumpusm |link=Special:FilePath/TowerTesting_Bumps.png]]&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, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are required for Museum statistic, but not for Achievements.&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 to 1. 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;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&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;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&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 (with the exception of Hard, unless it has a x2 multiplier), 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;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; showfilename=&amp;quot;yes&amp;quot; caption=&amp;quot;Modules from Regions&amp;quot;&amp;gt;&lt;br /&gt;
File:TowerTesting Bumps.png|Icon Art of all unlockable modules from Regions in Tower Testing (v0.35 Nov23) by bumpusm&lt;br /&gt;
File:Modules Region2.png&lt;br /&gt;
File:Modules Region3.png&lt;br /&gt;
File:Modules Region4.png&lt;br /&gt;
File:Modules Region6.png&lt;br /&gt;
File:Modules Region7.png&lt;br /&gt;
File:Modules Region8.png&lt;br /&gt;
File:Modules Region9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the towers attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1+: 1÷(.4-.05(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|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;
|Tier 1+: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1+: 50% + 10% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|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;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''&lt;br /&gt;
|250|| ||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;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|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;
|Tier 1+: 50% + 10% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-6: 1000 × 10^(t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 7+: 1.5e8/150M × 1.5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+ 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1+: 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 20%, 1s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1+: 70% + 5% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 2% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 10000-20000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%&lt;br /&gt;
|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;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|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;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|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;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1+: 70% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1+: 6% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|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;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%&lt;br /&gt;
|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;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%&lt;br /&gt;
|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;
|Tier 1+: 10% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: (7 - t)) sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 40 + 5*(t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: (20*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the towers 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;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(6.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;20 + 10*tier&amp;lt;/code&amp;gt;%, 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;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the towers attackspeed by 100% but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Tier 1+: (2*t)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|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. '''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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 raised to the power of 0.5 (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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the towers HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{5 + 5*tier}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||250000 J&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''&lt;br /&gt;
|50|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints 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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the towers shield that allows it to complet[e]ly 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the towers Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. '''0.1% chance to meltdown and destroy the tower.''' &lt;br /&gt;
''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''&lt;br /&gt;
|10||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''&lt;br /&gt;
|30|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''&lt;br /&gt;
|250|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|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. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||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. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''&lt;br /&gt;
|100|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''&lt;br /&gt;
|1|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air 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: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''&lt;br /&gt;
|250||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''&lt;br /&gt;
|250|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''&lt;br /&gt;
|100|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''&lt;br /&gt;
|250||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''&lt;br /&gt;
|250||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''&lt;br /&gt;
|250|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''&lt;br /&gt;
|1|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''&lt;br /&gt;
|250|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''&lt;br /&gt;
|250|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''&lt;br /&gt;
|250||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''&lt;br /&gt;
|5|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''&lt;br /&gt;
|25|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''&lt;br /&gt;
|250|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''&lt;br /&gt;
|1|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''&lt;br /&gt;
|250|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''&lt;br /&gt;
|250|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
|250&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''&lt;br /&gt;
|250|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''&lt;br /&gt;
|5|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''&lt;br /&gt;
|250|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''&lt;br /&gt;
|100||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''&lt;br /&gt;
|250||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''&lt;br /&gt;
|1|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness 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.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''&lt;br /&gt;
|250|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''&lt;br /&gt;
|250|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''&lt;br /&gt;
|1|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''&lt;br /&gt;
|250|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''&lt;br /&gt;
|5|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''&lt;br /&gt;
|250|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''&lt;br /&gt;
|250||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''&lt;br /&gt;
|250||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''&lt;br /&gt;
|100||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''&lt;br /&gt;
|250|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|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 attack speed. 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|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;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the Towers max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&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 mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''&lt;br /&gt;
|250||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|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; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |4|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |5&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |7||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''13'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |14&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15|| ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |21&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |26&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||3&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||28&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
(Table currently empty)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&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, v0.29.0, there are '''9''' 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;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|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 [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Martyrdom:&amp;lt;spoiler&amp;gt;Light up the bombs in the Tower Testing Exit Confirmation.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3798</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3798"/>
		<updated>2025-06-10T16:45:34Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: &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 at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''394''' modules available to unlock (as of v0.50.6).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) by bumpusm |link=Special:FilePath/TowerTesting_Bumps.png|alt=]]&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, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are required for Museum statistic, but not for Achievements.&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 to 1. 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;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&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;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&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 (with the exception of Hard, unless it has a x2 multiplier), 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;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the towers attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1+: 1÷(.4-.05(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|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;
|Tier 1+: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1+: 50% + 10% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|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;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''&lt;br /&gt;
|250|| ||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;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|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;
|Tier 1+: 50% + 10% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-6: 1000 × 10^(t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 7+: 1.5e8/150M × 1.5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+ 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1+: 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 20%, 1s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1+: 70% + 5% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 2% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 10000-20000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%&lt;br /&gt;
|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;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|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;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|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;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1+: 70% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1+: 6% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|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;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%&lt;br /&gt;
|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;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%&lt;br /&gt;
|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;
|Tier 1+: 10% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: (7 - t)) sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 40 + 5*(t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: (20*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the towers 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;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(6.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;20 + 10*tier&amp;lt;/code&amp;gt;%, 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;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the towers attackspeed by 100% but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Tier 1+: (2*t)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|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. '''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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 raised to the power of 0.5 (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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the towers HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{5 + 5*tier}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||250000 J&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''&lt;br /&gt;
|50|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints 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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the towers shield that allows it to complet[e]ly 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the towers Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. '''0.1% chance to meltdown and destroy the tower.''' &lt;br /&gt;
''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''&lt;br /&gt;
|10||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''&lt;br /&gt;
|30|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''&lt;br /&gt;
|250|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|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. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||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. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''&lt;br /&gt;
|100|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''&lt;br /&gt;
|1|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air 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: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''&lt;br /&gt;
|250||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''&lt;br /&gt;
|250|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''&lt;br /&gt;
|100|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''&lt;br /&gt;
|250||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''&lt;br /&gt;
|250||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''&lt;br /&gt;
|250|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''&lt;br /&gt;
|1|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''&lt;br /&gt;
|250|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''&lt;br /&gt;
|250|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''&lt;br /&gt;
|250||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''&lt;br /&gt;
|5|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''&lt;br /&gt;
|25|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''&lt;br /&gt;
|250|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''&lt;br /&gt;
|1|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''&lt;br /&gt;
|250|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''&lt;br /&gt;
|250|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
|250&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''&lt;br /&gt;
|250|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''&lt;br /&gt;
|5|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''&lt;br /&gt;
|250|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''&lt;br /&gt;
|100||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''&lt;br /&gt;
|250||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''&lt;br /&gt;
|1|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness 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.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''&lt;br /&gt;
|250|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''&lt;br /&gt;
|250|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''&lt;br /&gt;
|1|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''&lt;br /&gt;
|250|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''&lt;br /&gt;
|5|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''&lt;br /&gt;
|250|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''&lt;br /&gt;
|250||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''&lt;br /&gt;
|250||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''&lt;br /&gt;
|100||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''&lt;br /&gt;
|250|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|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 attack speed. 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|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;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the Towers max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&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 mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''&lt;br /&gt;
|250||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|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; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |4|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |5&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |7||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''13'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |14&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15|| ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |21&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |26&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||3&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||28&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
(Table currently empty)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&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, v0.29.0, there are '''9''' 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;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|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 [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Martyrdom:&amp;lt;spoiler&amp;gt;Light up the bombs in the Tower Testing Exit Confirmation.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
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		<summary type="html">&lt;p&gt;Cratorrex.rx: Blanked the page&lt;/p&gt;
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		<updated>2025-06-10T16:40:43Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: Cratorrex.rx moved page File:ModulesRegion5.png to File:Modules Region5.png&lt;/p&gt;
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		<summary type="html">&lt;p&gt;Cratorrex.rx: Cratorrex.rx moved page File:ModulesRegion5.png to File:Modules Region5.png&lt;/p&gt;
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		<summary type="html">&lt;p&gt;Cratorrex.rx: Cratorrex.rx moved page File:Region1.png to File:Modules Region1.png&lt;/p&gt;
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		<summary type="html">&lt;p&gt;Cratorrex.rx: Cratorrex.rx moved page File:Region1.png to File:Modules Region1.png&lt;/p&gt;
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		<title>Modules</title>
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&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 at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''394''' modules available to unlock (as of v0.50.6).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) |link=Special:FilePath/TowerTesting_Bumps.png|alt=This image cannot be displayed on this page due to it's size. You can still follow this link to view the raw image.]]&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, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are required for Museum statistic, but not for Achievements.&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 to 1. 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;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&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;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&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 (with the exception of Hard, unless it has a x2 multiplier), 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;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the towers attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1+: 1÷(.4-.05(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|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;
|Tier 1+: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1+: 50% + 10% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|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;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''&lt;br /&gt;
|250|| ||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;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|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;
|Tier 1+: 50% + 10% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-6: 1000 × 10^(t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 7+: 1.5e8/150M × 1.5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+ 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1+: 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 20%, 1s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1+: 70% + 5% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 2% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 10000-20000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%&lt;br /&gt;
|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;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|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;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|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;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1+: 70% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1+: 6% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|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;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%&lt;br /&gt;
|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;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%&lt;br /&gt;
|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;
|Tier 1+: 10% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: (7 - t)) sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 40 + 5*(t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: (20*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the towers 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;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(6.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;20 + 10*tier&amp;lt;/code&amp;gt;%, 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;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the towers attackspeed by 100% but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Tier 1+: (2*t)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|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. '''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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 raised to the power of 0.5 (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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the towers HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{5 + 5*tier}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||250000 J&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''&lt;br /&gt;
|50|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints 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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the towers shield that allows it to complet[e]ly 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the towers Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. '''0.1% chance to meltdown and destroy the tower.''' &lt;br /&gt;
''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''&lt;br /&gt;
|10||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''&lt;br /&gt;
|30|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''&lt;br /&gt;
|250|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|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. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||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. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''&lt;br /&gt;
|100|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''&lt;br /&gt;
|1|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air 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: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''&lt;br /&gt;
|250||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''&lt;br /&gt;
|250|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''&lt;br /&gt;
|100|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''&lt;br /&gt;
|250||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''&lt;br /&gt;
|250||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''&lt;br /&gt;
|250|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''&lt;br /&gt;
|1|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''&lt;br /&gt;
|250|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''&lt;br /&gt;
|250|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''&lt;br /&gt;
|250||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''&lt;br /&gt;
|5|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''&lt;br /&gt;
|25|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''&lt;br /&gt;
|250|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''&lt;br /&gt;
|1|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''&lt;br /&gt;
|250|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''&lt;br /&gt;
|250|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
|250&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''&lt;br /&gt;
|250|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''&lt;br /&gt;
|5|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''&lt;br /&gt;
|250|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''&lt;br /&gt;
|100||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''&lt;br /&gt;
|250||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''&lt;br /&gt;
|1|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness 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.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''&lt;br /&gt;
|250|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''&lt;br /&gt;
|250|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''&lt;br /&gt;
|1|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''&lt;br /&gt;
|250|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''&lt;br /&gt;
|5|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''&lt;br /&gt;
|250|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''&lt;br /&gt;
|250||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''&lt;br /&gt;
|250||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''&lt;br /&gt;
|100||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''&lt;br /&gt;
|250|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|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 attack speed. 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|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;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the Towers max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&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 mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''&lt;br /&gt;
|250||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|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; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |4|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |5&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |7||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''13'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |14&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15|| ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |21&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |26&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||3&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||28&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
(Table currently empty)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&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, v0.29.0, there are '''9''' 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;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|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 [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Martyrdom:&amp;lt;spoiler&amp;gt;Light up the bombs in the Tower Testing Exit Confirmation.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3755</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3755"/>
		<updated>2025-03-13T11:52:41Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: /* Footnotes */ Formatting (m) /* Martyrdom */ added condition&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 at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''394''' modules available to unlock (as of v0.50.6).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|right|Icon Art of all modules unlockable from Regions in Tower Testing |link=Special:FilePath/TowerTesting_Bumps.png]]&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, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are required for Museum statistic, but not for Achievements.&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 to 1. 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;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&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;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&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 (with the exception of Hard, unless it has a x2 multiplier), 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;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the towers attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1+: 1÷(.4-.05(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|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;
|Tier 1+: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1+: 50% + 10% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|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;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''&lt;br /&gt;
|250|| ||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;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|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;
|Tier 1+: 50% + 10% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-6: 1000 × 10^(t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 7+: 1.5e8/150M × 1.5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+ 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1+: 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 20%, 1s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1+: 70% + 5% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 2% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 10000-20000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%&lt;br /&gt;
|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;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|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;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|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;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1+: 70% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1+: 6% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|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;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%&lt;br /&gt;
|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;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%&lt;br /&gt;
|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;
|Tier 1+: 10% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: (7 - t)) sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 40 + 5*(t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: (20*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the towers 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;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(6.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;20 + 10*tier&amp;lt;/code&amp;gt;%, 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;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the towers attackspeed by 100% but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Tier 1+: (2*t)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|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. '''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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 raised to the power of 0.5 (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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the towers HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{5 + 5*tier}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||250000 J&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''&lt;br /&gt;
|50|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints 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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the towers shield that allows it to complet[e]ly 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the towers Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. '''0.1% chance to meltdown and destroy the tower.''' &lt;br /&gt;
''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''&lt;br /&gt;
|10||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''&lt;br /&gt;
|30|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''&lt;br /&gt;
|250|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|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. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||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. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''&lt;br /&gt;
|100|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''&lt;br /&gt;
|1|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air 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: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''&lt;br /&gt;
|250||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''&lt;br /&gt;
|250|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''&lt;br /&gt;
|100|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''&lt;br /&gt;
|250||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''&lt;br /&gt;
|250||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''&lt;br /&gt;
|250|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''&lt;br /&gt;
|1|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''&lt;br /&gt;
|250|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''&lt;br /&gt;
|250|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''&lt;br /&gt;
|250||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''&lt;br /&gt;
|5|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''&lt;br /&gt;
|25|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''&lt;br /&gt;
|250|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''&lt;br /&gt;
|1|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''&lt;br /&gt;
|250|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''&lt;br /&gt;
|250|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
|250&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''&lt;br /&gt;
|250|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''&lt;br /&gt;
|5|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''&lt;br /&gt;
|250|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''&lt;br /&gt;
|100||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''&lt;br /&gt;
|250||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''&lt;br /&gt;
|1|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness 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.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''&lt;br /&gt;
|250|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''&lt;br /&gt;
|250|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''&lt;br /&gt;
|1|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''&lt;br /&gt;
|250|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''&lt;br /&gt;
|5|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''&lt;br /&gt;
|250|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''&lt;br /&gt;
|250||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''&lt;br /&gt;
|250||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''&lt;br /&gt;
|100||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''&lt;br /&gt;
|250|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|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 attack speed. 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|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;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the Towers max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&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 mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''&lt;br /&gt;
|250||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|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; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |4|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |5&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |7||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''13'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |14&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15|| ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |21&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |26&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||3&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||28&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
(Table currently empty)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&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, v0.29.0, there are '''9''' 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;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|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 [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Martyrdom:&amp;lt;spoiler&amp;gt;Light up the bombs in the Tower Testing Exit Confirmation.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3754</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3754"/>
		<updated>2025-03-13T11:48:07Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: /* Other */ /* Martyrdom */&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 at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''394''' modules available to unlock (as of v0.50.6).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|right|Icon Art of all modules unlockable from Regions in Tower Testing |link=Special:FilePath/TowerTesting_Bumps.png]]&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, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are required for Museum statistic, but not for Achievements.&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 to 1. 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;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&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;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&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 (with the exception of Hard, unless it has a x2 multiplier), 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;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the towers attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1+: 1÷(.4-.05(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|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;
|Tier 1+: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1+: 50% + 10% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|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;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''&lt;br /&gt;
|250|| ||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;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|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;
|Tier 1+: 50% + 10% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-6: 1000 × 10^(t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 7+: 1.5e8/150M × 1.5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+ 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1+: 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 20%, 1s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1+: 70% + 5% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 2% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 10000-20000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%&lt;br /&gt;
|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;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|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;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|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;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1+: 70% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1+: 6% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|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;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%&lt;br /&gt;
|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;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%&lt;br /&gt;
|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;
|Tier 1+: 10% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: (7 - t)) sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 40 + 5*(t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: (20*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''&lt;br /&gt;
|250|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;max(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 0.4 + 0.03*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the towers 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;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(6.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''&lt;br /&gt;
|250||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;20 + 10*tier&amp;lt;/code&amp;gt;%, 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;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the towers attackspeed by 100% but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Tier 1+: (2*t)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|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. '''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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 raised to the power of 0.5 (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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the towers HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{5 + 5*tier}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||250000 J&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''&lt;br /&gt;
|50|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''&lt;br /&gt;
|250|| ||[[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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints 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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the towers shield that allows it to complet[e]ly 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the towers Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. '''0.1% chance to meltdown and destroy the tower.''' &lt;br /&gt;
''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''&lt;br /&gt;
|10||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''&lt;br /&gt;
|30|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''&lt;br /&gt;
|250|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|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. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||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. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''&lt;br /&gt;
|100|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''&lt;br /&gt;
|1|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air 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: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''&lt;br /&gt;
|250||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''&lt;br /&gt;
|250|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''&lt;br /&gt;
|100|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''&lt;br /&gt;
|250||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''&lt;br /&gt;
|250||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''&lt;br /&gt;
|250|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''&lt;br /&gt;
|1|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''&lt;br /&gt;
|250|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''&lt;br /&gt;
|250|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''&lt;br /&gt;
|250||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''&lt;br /&gt;
|5|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''&lt;br /&gt;
|25|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''&lt;br /&gt;
|250|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''&lt;br /&gt;
|1|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''&lt;br /&gt;
|250|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''&lt;br /&gt;
|250|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
|250&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''&lt;br /&gt;
|250|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''&lt;br /&gt;
|5|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''&lt;br /&gt;
|250|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''&lt;br /&gt;
|100||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''&lt;br /&gt;
|250||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''&lt;br /&gt;
|1|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness 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.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''&lt;br /&gt;
|250|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''&lt;br /&gt;
|250|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''&lt;br /&gt;
|1|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''&lt;br /&gt;
|250|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''&lt;br /&gt;
|5|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''&lt;br /&gt;
|250|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''&lt;br /&gt;
|250||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''&lt;br /&gt;
|250||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''&lt;br /&gt;
|100||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''&lt;br /&gt;
|250|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|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 attack speed. 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|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;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the Towers max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&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 mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount 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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% 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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''&lt;br /&gt;
|250||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|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; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |4|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |5&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |7||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''13'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |14&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15|| ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |21&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |26&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||3&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||28&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
(Table currently empty)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&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, v0.29.0, there are '''9''' 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;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|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 [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret &amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3741</id>
		<title>Experiment: Universal</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3741"/>
		<updated>2025-02-12T15:40:04Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UniversalExperiment.png|thumb|The Universal Experiment]]&lt;br /&gt;
[[File:Experiment Universal icon.png|left]]&lt;br /&gt;
The '''Universal experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 5.&lt;br /&gt;
&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a Gravity Orb (particle).&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
The gravity grid has many components that interact with the orb, and can be altered, with costs increasing after each alteration. Recreating the board will reset the alteration cost while creating a new gravity grid. &lt;br /&gt;
&lt;br /&gt;
Clicking '''LAUNCH''' starts the simulation. The particle starts to move along the grid from the bottom left corner (going right) guided by arrows and other components. When the orb moves outside of the grid, the simulation will stop Instantly. &lt;br /&gt;
&lt;br /&gt;
Clicking '''RECREATE''' will generate a new random grid with only normal arrows, and gravitation fields.&lt;br /&gt;
&lt;br /&gt;
===Components===&lt;br /&gt;
Click to select a component, then click a component on the gravity board to change it to the currently selected component, while keeping it's current direction. The components available are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''NORMAL''': Sends the orb in the direction pointed. Can only be used once.&lt;br /&gt;
*'''GRAVUP''': Increases gravity of the orb. Can be used multiple times.&lt;br /&gt;
*'''GRAVDOWN''': Decreases gravity of the orb. Can be used multiple times.&lt;br /&gt;
*'''INFINITE (1)''': Sends the orb in the direction pointed. Can be used infinitely. Only 1 of this can be on the grid at once.&lt;br /&gt;
*'''3 TIMES''': Sends the orb in the direction pointed. Lasts for 3 uses.&lt;br /&gt;
*'''ROTATING (3)''': Sends the orb in the direction pointed. Rotates clockwise after each use. Rotation needs to be manually readjusted before a simulation starts. Can be used infinitely. Only 3 of this can be on the grid at once.&lt;br /&gt;
&lt;br /&gt;
Unlocked from prestige upgrades:&lt;br /&gt;
*'''REFRESH (1)''': Refreshes the use count of all components (except itself), allowing the ball to interact with them again (Rotating components' direction will not be reset). Can only be used once. Only 1 of this can be on the grid at once.&lt;br /&gt;
*'''REFLECT''': Reflects the gravity orb 90° clockwise if the entry point is a corner or 180° if it enters from any side. Can be used up to 2 times.&lt;br /&gt;
*'''5 TIMES (4)''': Sends the orb in the direction pointed. Can be used up to 5 times. Only 4 of this can be on the grid at once.&lt;br /&gt;
*'''INVERT''': Inverts the orb's current gravity value ('''1G &amp;lt;=&amp;gt; -1G''') whenever it passes over it. Can be used infinitely.&lt;br /&gt;
*'''P-ARROW''': Only sends the orb in the direction pointed if the gravity value is positive. Also increases the gravity value if the orb is being redirected.&lt;br /&gt;
*'''N-ARROW''': Only sends the orb in the direction pointed if the gravity value is negative. Also decreases the gravity value if the orb is being redirected.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Actions are used to modify the existing components.&lt;br /&gt;
&lt;br /&gt;
*'''ROTATE''': Rotated a component on the grid clockwise&lt;br /&gt;
*'''ROTATE (CCW)''': Rotate a component on the grid counter-clockwise&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets the gravity grid but keeps records.&lt;br /&gt;
*'''[Top Left] REFLECT:''' Unlocks a component that reflects the gravity orb 90° clockwise if the entry point is a corner or 180° if it enters any other side. It can reflect up to two times before becoming inactive.&lt;br /&gt;
*'''[Top Middle] REFRESH:''' Unlocks a purple orb that refreshes the entire grid except itself when the gravity orb enters it.&lt;br /&gt;
*'''[Top Right] 5 TIMES:''' Unlocks an arrow component that can be placed up to 4 times and redirects the gravity orb into the direction it points for up to 5 times before becoming inactive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[Center Left] INVERT:''' Unlocks a black orb that inverts the current gravity value of the gravity orb whenever it passes over it.&lt;br /&gt;
*'''[Center Right] P-ARROW &amp;amp; N-ARROW:''' Unlocks two arrows that only redirect the orb if the gravity value of it is either positive or negative, depending on the arrows color. Also increases or decreases the gravity value if the orb is being redirected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[Bottom Left] Improvement:''' Increases the effectiveness of red and blue gravity fields by 5% (mult.). (/45)&lt;br /&gt;
*'''[Bottom Middle] Improvement:''' Increases the maximum jumps the gravity orb can perform by 10. '''Increases to unlimited jumps after reaching the maximum level of this improvement.''' (/10)&lt;br /&gt;
*'''[Bottom Right] Improvement:''' Reduces the cost of altering the gravity grid by 10%. (/40)&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
&amp;lt;br&amp;gt;1. Make a grid consisting of a line of orbs at the bottom and an arrow pointing back to where you started. &lt;br /&gt;
&amp;lt;br&amp;gt;2. Put your first prestige point into the orb in the left middle, then use it and prestige a ton. &lt;br /&gt;
&amp;lt;br&amp;gt;3. Use a setup below.&lt;br /&gt;
&lt;br /&gt;
===Optimal solution===&lt;br /&gt;
Best solution currently known is 550 Positive and Negative. Negative board requires near-max prestige, use old layout instead of short on prestiges. (you need at least #40)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{collapsible|Solution|&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Universal_best~2.jpg|Best layout, credit to ''TigTig'' for the solution.&lt;br /&gt;
File:Universal_best_solution.png|Old positive solution, use if low on prestiges.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|width=800&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gravity!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!1.5 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Universal Attack&lt;br /&gt;
|-&lt;br /&gt;
!1.8 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Emergency Critical&lt;br /&gt;
|-&lt;br /&gt;
!-0.5 G&lt;br /&gt;
|{{Module|Ultimate|size=30px}} Universal Shield&lt;br /&gt;
|-&lt;br /&gt;
!-1.75 G&lt;br /&gt;
|{{Module|Defensive|size=30px}} Temporal Barrier&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 13.9G)&lt;br /&gt;
| +% Universal damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. -11.08G)&lt;br /&gt;
| +% Universal resistance (Max. 99%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3740</id>
		<title>Experiment: Universal</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3740"/>
		<updated>2025-02-12T15:36:08Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UniversalExperiment.png|thumb|The Universal Experiment]]&lt;br /&gt;
[[File:Experiment Universal icon.png|left]]&lt;br /&gt;
The '''Universal experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 5.&lt;br /&gt;
&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a Gravity Orb (particle).&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
The gravity grid has many components that interact with the orb, and can be altered, with costs increasing after each alteration. Recreating the board will reset the alteration cost while creating a new gravity grid. &lt;br /&gt;
&lt;br /&gt;
Clicking '''LAUNCH''' starts the simulation. The particle starts to move along the grid from the bottom left corner (going right) guided by arrows and other components. When the orb moves outside of the grid, the simulation will stop Instantly. &lt;br /&gt;
&lt;br /&gt;
Clicking '''RECREATE''' will generate a new random grid with only normal arrows, and gravitation fields.&lt;br /&gt;
&lt;br /&gt;
===Components===&lt;br /&gt;
Click to select a component, then click a component on the gravity board to change it to the currently selected component, while keeping it's current direction. The components available are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''NORMAL''': Sends the orb in the direction pointed. Can only be used once.&lt;br /&gt;
*'''GRAVUP''': Increases gravity of the orb. Can be used multiple times.&lt;br /&gt;
*'''GRAVDOWN''': Decreases gravity of the orb. Can be used multiple times.&lt;br /&gt;
*'''INFINITE (1)''': Sends the orb in the direction pointed. Can be used multiple times. Only 1 of this can be on the grid at once.&lt;br /&gt;
*'''3 TIMES''': Sends the orb in the direction pointed. Lasts for 3 uses.&lt;br /&gt;
*'''ROTATING (3)''': Sends the orb in the direction pointed. Rotates clockwise after each use. Rotation needs to be manually readjusted before a simulation starts. Can be used multiple times. Only 3 of this can be on the grid at once.&lt;br /&gt;
&lt;br /&gt;
Unlocked from prestige upgrades:&lt;br /&gt;
*'''REFRESH (1)''': Refreshes the use count of all components (except itself), allowing the ball to interact with them again (Rotating components' direction will not be reset). Can only be used once. Only 1 of this can be on the grid at once.&lt;br /&gt;
*'''REFLECT''': Reflects the gravity orb 90° clockwise if the entry point is a corner or 180° if it enters from any side. Lasts for 2 uses.&lt;br /&gt;
*'''5 TIMES (4)''': Sends the orb in the direction pointed. Lasts for 5 uses. Only 4 of this can be on the grid at once.&lt;br /&gt;
*'''INVERT''': Inverts the orb's current gravity value ('''1G &amp;lt;=&amp;gt; -1G''') whenever it passes over it. Can be used multiple times.&lt;br /&gt;
*'''P-ARROW''': Only sends the orb in the direction pointed if the gravity value is positive. Also increases the gravity value if the orb is being redirected.&lt;br /&gt;
*'''N-ARROW''': Only sends the orb in the direction pointed if the gravity value is negative. Also decreases the gravity value if the orb is being redirected.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Actions are used to modify the existing components.&lt;br /&gt;
&lt;br /&gt;
*'''ROTATE''': Rotated a component on the grid clockwise&lt;br /&gt;
*'''ROTATE (CCW)''': Rotate a component on the grid counter-clockwise&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets the gravity grid but keeps records.&lt;br /&gt;
*'''[Top Left] REFLECT:''' Unlocks a component that reflects the gravity orb 90° clockwise if the entry point is a corner or 180° if it enters any other side. It can reflect up to two times before becoming inactive.&lt;br /&gt;
*'''[Top Middle] REFRESH:''' Unlocks a purple orb that refreshes the entire grid except itself when the gravity orb enters it.&lt;br /&gt;
*'''[Top Right] 5 TIMES:''' Unlocks an arrow component that can be placed up to 4 times and redirects the gravity orb into the direction it points for up to 5 times before becoming inactive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[Center Left] INVERT:''' Unlocks a black orb that inverts the current gravity value of the gravity orb whenever it passes over it.&lt;br /&gt;
*'''[Center Right] P-ARROW &amp;amp; N-ARROW:''' Unlocks two arrows that only redirect the orb if the gravity value of it is either positive or negative, depending on the arrows color. Also increases or decreases the gravity value if the orb is being redirected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[Bottom Left] Improvement:''' Increases the effectiveness of red and blue gravity fields by 5% (mult.). (/45)&lt;br /&gt;
*'''[Bottom Middle] Improvement:''' Increases the maximum jumps the gravity orb can perform by 10. '''Increases to unlimited jumps after reaching the maximum level of this improvement.''' (/10)&lt;br /&gt;
*'''[Bottom Right] Improvement:''' Reduces the cost of altering the gravity grid by 10%. (/40)&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
&amp;lt;br&amp;gt;1. Make a grid consisting of a line of orbs at the bottom and an arrow pointing back to where you started. &lt;br /&gt;
&amp;lt;br&amp;gt;2. Put your first prestige point into the orb in the left middle, then use it and prestige a ton. &lt;br /&gt;
&amp;lt;br&amp;gt;3. Use a setup below.&lt;br /&gt;
&lt;br /&gt;
===Optimal solution===&lt;br /&gt;
Best solution currently known is 550 Positive and Negative. Negative board requires near-max prestige, use old layout instead of short on prestiges. (you need at least #40)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{collapsible|Solution|&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Universal_best~2.jpg|Best layout, credit to ''TigTig'' for the solution.&lt;br /&gt;
File:Universal_best_solution.png|Old positive solution, use if low on prestiges.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|width=800&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gravity!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!1.5 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Universal Attack&lt;br /&gt;
|-&lt;br /&gt;
!1.8 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Emergency Critical&lt;br /&gt;
|-&lt;br /&gt;
!-0.5 G&lt;br /&gt;
|{{Module|Ultimate|size=30px}} Universal Shield&lt;br /&gt;
|-&lt;br /&gt;
!-1.75 G&lt;br /&gt;
|{{Module|Defensive|size=30px}} Temporal Barrier&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 13.9G)&lt;br /&gt;
| +% Universal damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. -11.08G)&lt;br /&gt;
| +% Universal resistance (Max. 99%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3739</id>
		<title>Experiment: Universal</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3739"/>
		<updated>2025-02-12T15:25:41Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UniversalExperiment.png|thumb|The Universal Experiment]]&lt;br /&gt;
[[File:Experiment Universal icon.png|left]]&lt;br /&gt;
The '''Universal experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 5.&lt;br /&gt;
&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a Gravity Orb (particle).&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
The gravity grid has many components that interact with the orb, and can be altered, with costs increasing after each alteration. Recreating the board will reset the alteration cost while creating a new gravity grid. &lt;br /&gt;
&lt;br /&gt;
Clicking '''LAUNCH''' starts the simulation. The particle starts to move along the grid from the bottom left corner (going right) guided by arrows and other components. When the orb moves outside of the grid, the simulation will stop Instantly. &lt;br /&gt;
&lt;br /&gt;
Clicking '''RECREATE''' will generate a new random grid with only normal arrows, and gravitation fields.&lt;br /&gt;
&lt;br /&gt;
===Components===&lt;br /&gt;
Click to select one of them, then click a component on the gravity board, which changes the it to the currently selected component, while keeping it's current direction. The components available are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''NORMAL''': Sends the orb in the direction pointed. Can only be used once.&lt;br /&gt;
*'''GRAVUP''': Increases gravity of the orb. Can be used multiple times.&lt;br /&gt;
*'''GRAVDOWN''': Decreases gravity of the orb. Can be used multiple times.&lt;br /&gt;
*'''INFINITE (1)''': Sends the orb in the direction pointed. Can be used multiple times. Only 1 of this can be on the grid at once.&lt;br /&gt;
*'''3 TIMES''': Sends the orb in the direction pointed. Lasts for 3 uses.&lt;br /&gt;
*'''ROTATING (3)''': Sends the orb in the direction pointed. Rotates clockwise after each use. Rotation needs to be manually readjusted before a simulation starts. Can be used multiple times. Only 3 of this can be on the grid at once.&lt;br /&gt;
&lt;br /&gt;
Unlocked from prestige upgrades:&lt;br /&gt;
*'''REFRESH (1)''': Refreshes the use count of all components (except itself), allowing the ball to interact with them again (Rotating components' direction will not be reset). Can only be used once. Only 1 of this can be on the grid at once.&lt;br /&gt;
*'''REFLECT''': Reflects the gravity orb 90° clockwise if the entry point is a corner or 180° if it enters from any side. Lasts for 2 uses.&lt;br /&gt;
*'''5 TIMES (4)''': Sends the orb in the direction pointed. Lasts for 5 uses. Only 4 of this can be on the grid at once.&lt;br /&gt;
*'''INVERT''': Inverts the orb's current gravity value ('''1G &amp;lt;=&amp;gt; -1G''') whenever it passes over it. Can be used multiple times.&lt;br /&gt;
*'''P-ARROW''': Only sends the orb in the direction pointed if the gravity value is positive. Also increases the gravity value if the orb is being redirected.&lt;br /&gt;
*'''N-ARROW''': Only sends the orb in the direction pointed if the gravity value is negative. Also decreases the gravity value if the orb is being redirected.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Actions are used to modify the existing components.&lt;br /&gt;
&lt;br /&gt;
*'''ROTATE''': Rotated a component on the grid clockwise&lt;br /&gt;
*'''ROTATE (CCW)''': Rotate a component on the grid counter-clockwise&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets the gravity grid but keeps records.&lt;br /&gt;
*'''[Top Left] REFLECT:''' Unlocks a component that reflects the gravity orb 90° clockwise if the entry point is a corner or 180° if it enters any other side. It can reflect up to two times before becoming inactive.&lt;br /&gt;
*'''[Top Middle] REFRESH:''' Unlocks a purple orb that refreshes the entire grid except itself when the gravity orb enters it.&lt;br /&gt;
*'''[Top Right] 5 TIMES:''' Unlocks an arrow component that can be placed up to 4 times and redirects the gravity orb into the direction it points for up to 5 times before becoming inactive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[Center Left] INVERT:''' Unlocks a black orb that inverts the current gravity value of the gravity orb whenever it passes over it.&lt;br /&gt;
*'''[Center Right] P-ARROW &amp;amp; N-ARROW:''' Unlocks two arrows that only redirect the orb if the gravity value of it is either positive or negative, depending on the arrows color. Also increases or decreases the gravity value if the orb is being redirected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[Bottom Left] Improvement:''' Increases the effectiveness of red and blue gravity fields by 5% (mult.). (/45)&lt;br /&gt;
*'''[Bottom Middle] Improvement:''' Increases the maximum jumps the gravity orb can perform by 10. '''Increases to unlimited jumps after reaching the maximum level of this improvement.''' (/10)&lt;br /&gt;
*'''[Bottom Right] Improvement:''' Reduces the cost of altering the gravity grid by 10%. (/40)&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
&amp;lt;br&amp;gt;1. Make a grid consisting of a line of orbs at the bottom and an arrow pointing back to where you started. &lt;br /&gt;
&amp;lt;br&amp;gt;2. Put your first prestige point into the orb in the left middle, then use it and prestige a ton. &lt;br /&gt;
&amp;lt;br&amp;gt;3. Use a setup below.&lt;br /&gt;
&lt;br /&gt;
===Optimal solution===&lt;br /&gt;
Best solution currently known is 550 Positive and Negative. Negative board requires near-max prestige, use old layout instead of short on prestiges. (you need at least #40)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{collapsible|Solution|&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Universal_best~2.jpg|Best layout, credit to ''TigTig'' for the solution.&lt;br /&gt;
File:Universal_best_solution.png|Old positive solution, use if low on prestiges.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|width=800&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gravity!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!1.5 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Universal Attack&lt;br /&gt;
|-&lt;br /&gt;
!1.8 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Emergency Critical&lt;br /&gt;
|-&lt;br /&gt;
!-0.5 G&lt;br /&gt;
|{{Module|Ultimate|size=30px}} Universal Shield&lt;br /&gt;
|-&lt;br /&gt;
!-1.75 G&lt;br /&gt;
|{{Module|Defensive|size=30px}} Temporal Barrier&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 13.9G)&lt;br /&gt;
| +% Universal damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. -11.08G)&lt;br /&gt;
| +% Universal resistance (Max. 99%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3738</id>
		<title>Experiment: Universal</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3738"/>
		<updated>2025-02-12T15:25:16Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UniversalExperiment.png|thumb|The Universal Experiment]]&lt;br /&gt;
[[File:Experiment Universal icon.png|left]]&lt;br /&gt;
The '''Universal experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 5.&lt;br /&gt;
&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a Gravity Orb (particle).&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
The gravity grid has many components that interact with the orb, and can be altered, with costs increasing after each alteration. Recreating the board will reset the alteration cost while creating a new gravity grid. &lt;br /&gt;
&lt;br /&gt;
Clicking '''LAUNCH''' starts the simulation. The particle starts to move along the grid from the bottom left corner (going right) guided by arrows and other components. When the orb moves outside of the grid, the simulation will stop Instantly. &lt;br /&gt;
&lt;br /&gt;
Clicking '''RECREATE''' will generate a new random grid with only normal arrows, and gravitation fields.&lt;br /&gt;
&lt;br /&gt;
===Components===&lt;br /&gt;
Click to select one of them, then click a component on the gravity board, which changes the it to the currently selected component, while keeping it's current direction. The components available are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''NORMAL''': Sends the orb in the direction pointed. Can only be used once.&lt;br /&gt;
*'''GRAVUP''': Increases gravity of the orb. Can be used multiple times.&lt;br /&gt;
*'''GRAVDOWN''': Decreases gravity of the orb. Can be used multiple times.&lt;br /&gt;
*'''INFINITE (1)''': Sends the orb in the direction pointed. Can be used multiple times. Only 1 of this can be on the grid at once.&lt;br /&gt;
*'''3 TIMES''': Sends the orb in the direction pointed. Lasts for 3 uses.&lt;br /&gt;
*'''ROTATING (3)''': Sends the orb in the direction pointed. Rotates clockwise after each use. Rotation needs to be manually readjusted before a simulation starts. Can be used multiple times. Only 3 of this can be on the grid at once.&lt;br /&gt;
&lt;br /&gt;
Unlocked from prestige upgrades:&lt;br /&gt;
*'''REFRESH (1)''': Refreshes the use count of all components (except itself), allowing the ball to interact with them again (Rotating components' direction will not be reset). Can only be used once. Only 1 of this can be on the grid at once.&lt;br /&gt;
*'''REFLECT''': Reflects the gravity orb 90° clockwise if the entry point is a corner or 180° if it enters from any side. Lasts for 2 uses.&lt;br /&gt;
*'''5 TIMES (4)''': Sends the orb in the direction pointed. Lasts for 5 uses. Only 4 of this can be on the grid at once.&lt;br /&gt;
*'''INVERT''': Inverts the orb's current gravity value ('''1G =&amp;gt; -1G''' OR '''-1G =&amp;gt; 1G''') whenever it passes over it. Can be used multiple times.&lt;br /&gt;
*'''P-ARROW''': Only sends the orb in the direction pointed if the gravity value is positive. Also increases the gravity value if the orb is being redirected.&lt;br /&gt;
*'''N-ARROW''': Only sends the orb in the direction pointed if the gravity value is negative. Also decreases the gravity value if the orb is being redirected.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Actions are used to modify the existing components.&lt;br /&gt;
&lt;br /&gt;
*'''ROTATE''': Rotated a component on the grid clockwise&lt;br /&gt;
*'''ROTATE (CCW)''': Rotate a component on the grid counter-clockwise&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets the gravity grid but keeps records.&lt;br /&gt;
*'''[Top Left] REFLECT:''' Unlocks a component that reflects the gravity orb 90° clockwise if the entry point is a corner or 180° if it enters any other side. It can reflect up to two times before becoming inactive.&lt;br /&gt;
*'''[Top Middle] REFRESH:''' Unlocks a purple orb that refreshes the entire grid except itself when the gravity orb enters it.&lt;br /&gt;
*'''[Top Right] 5 TIMES:''' Unlocks an arrow component that can be placed up to 4 times and redirects the gravity orb into the direction it points for up to 5 times before becoming inactive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[Center Left] INVERT:''' Unlocks a black orb that inverts the current gravity value of the gravity orb whenever it passes over it.&lt;br /&gt;
*'''[Center Right] P-ARROW &amp;amp; N-ARROW:''' Unlocks two arrows that only redirect the orb if the gravity value of it is either positive or negative, depending on the arrows color. Also increases or decreases the gravity value if the orb is being redirected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[Bottom Left] Improvement:''' Increases the effectiveness of red and blue gravity fields by 5% (mult.). (/45)&lt;br /&gt;
*'''[Bottom Middle] Improvement:''' Increases the maximum jumps the gravity orb can perform by 10. '''Increases to unlimited jumps after reaching the maximum level of this improvement.''' (/10)&lt;br /&gt;
*'''[Bottom Right] Improvement:''' Reduces the cost of altering the gravity grid by 10%. (/40)&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
&amp;lt;br&amp;gt;1. Make a grid consisting of a line of orbs at the bottom and an arrow pointing back to where you started. &lt;br /&gt;
&amp;lt;br&amp;gt;2. Put your first prestige point into the orb in the left middle, then use it and prestige a ton. &lt;br /&gt;
&amp;lt;br&amp;gt;3. Use a setup below.&lt;br /&gt;
&lt;br /&gt;
===Optimal solution===&lt;br /&gt;
Best solution currently known is 550 Positive and Negative. Negative board requires near-max prestige, use old layout instead of short on prestiges. (you need at least #40)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{collapsible|Solution|&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Universal_best~2.jpg|Best layout, credit to ''TigTig'' for the solution.&lt;br /&gt;
File:Universal_best_solution.png|Old positive solution, use if low on prestiges.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|width=800&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gravity!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!1.5 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Universal Attack&lt;br /&gt;
|-&lt;br /&gt;
!1.8 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Emergency Critical&lt;br /&gt;
|-&lt;br /&gt;
!-0.5 G&lt;br /&gt;
|{{Module|Ultimate|size=30px}} Universal Shield&lt;br /&gt;
|-&lt;br /&gt;
!-1.75 G&lt;br /&gt;
|{{Module|Defensive|size=30px}} Temporal Barrier&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 13.9G)&lt;br /&gt;
| +% Universal damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. -11.08G)&lt;br /&gt;
| +% Universal resistance (Max. 99%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3737</id>
		<title>Experiment: Universal</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3737"/>
		<updated>2025-02-12T15:24:39Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: accidentally pressed enter too soon...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UniversalExperiment.png|thumb|The Universal Experiment]]&lt;br /&gt;
[[File:Experiment Universal icon.png|left]]&lt;br /&gt;
The '''Universal experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 5.&lt;br /&gt;
&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a Gravity Orb (particle).&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
The gravity grid has many components that interact with the orb, and can be altered, with costs increasing after each alteration. Recreating the board will reset the alteration cost while creating a new gravity grid. &lt;br /&gt;
&lt;br /&gt;
Clicking '''LAUNCH''' starts the simulation. The particle starts to move along the grid from the bottom left corner (going right) guided by arrows and other components. When the orb moves outside of the grid, the simulation will stop Instantly. &lt;br /&gt;
&lt;br /&gt;
Clicking '''RECREATE''' will generate a new random grid with only normal arrows, and gravitation fields.&lt;br /&gt;
&lt;br /&gt;
===Components===&lt;br /&gt;
Click to select one of them, then click a component on the gravity board, which changes the it to the currently selected component, while keeping it's current direction. The components available are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''NORMAL''': Sends the orb in the direction pointed. Can only be used once.&lt;br /&gt;
*'''GRAVUP''': Increases gravity of the orb. Can be used multiple times.&lt;br /&gt;
*'''GRAVDOWN''': Decreases gravity of the orb. Can be used multiple times.&lt;br /&gt;
*'''INFINITE (1)''': Sends the orb in the direction pointed. Can be used multiple times. Only 1 of this can be on the grid at once.&lt;br /&gt;
*'''3 TIMES''': Sends the orb in the direction pointed. Lasts for 3 uses.&lt;br /&gt;
*'''ROTATING (3)''': Sends the orb in the direction pointed. Rotates clockwise after each use. Rotation needs to be manually readjusted before a simulation starts. Can be used multiple times. Only 3 of this can be on the grid at once.&lt;br /&gt;
&lt;br /&gt;
Unlocked from prestige upgrades:&lt;br /&gt;
*'''REFRESH (1)''': Refreshes the use count of all components (except itself), allowing the ball to interact with them again (Rotating components' direction will not be reset). Can only be used once. Only 1 of this can be on the grid at once.&lt;br /&gt;
*'''REFLECT''': Reflects the gravity orb 90° clockwise if the entry point is a corner or 180° if it enters from any side. Lasts for 2 uses.&lt;br /&gt;
*'''5 TIMES (4)''': Sends the orb in the direction pointed. Lasts for 5 uses. Only 4 of this can be on the grid at once.&lt;br /&gt;
*'''INVERT''': Inverts the orb's current gravity value (`1G =&amp;gt; -1G` OR -1G =&amp;gt; 1G) whenever it passes over it. Can be used multiple times.&lt;br /&gt;
*'''P-ARROW''': Only sends the orb in the direction pointed if the gravity value is positive. Also increases the gravity value if the orb is being redirected.&lt;br /&gt;
*'''N-ARROW''': Only sends the orb in the direction pointed if the gravity value is negative. Also decreases the gravity value if the orb is being redirected.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Actions are used to modify the existing components.&lt;br /&gt;
&lt;br /&gt;
*'''ROTATE''': Rotated a component on the grid clockwise&lt;br /&gt;
*'''ROTATE (CCW)''': Rotate a component on the grid counter-clockwise&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets the gravity grid but keeps records.&lt;br /&gt;
*'''[Top Left] REFLECT:''' Unlocks a component that reflects the gravity orb 90° clockwise if the entry point is a corner or 180° if it enters any other side. It can reflect up to two times before becoming inactive.&lt;br /&gt;
*'''[Top Middle] REFRESH:''' Unlocks a purple orb that refreshes the entire grid except itself when the gravity orb enters it.&lt;br /&gt;
*'''[Top Right] 5 TIMES:''' Unlocks an arrow component that can be placed up to 4 times and redirects the gravity orb into the direction it points for up to 5 times before becoming inactive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[Center Left] INVERT:''' Unlocks a black orb that inverts the current gravity value of the gravity orb whenever it passes over it.&lt;br /&gt;
*'''[Center Right] P-ARROW &amp;amp; N-ARROW:''' Unlocks two arrows that only redirect the orb if the gravity value of it is either positive or negative, depending on the arrows color. Also increases or decreases the gravity value if the orb is being redirected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''[Bottom Left] Improvement:''' Increases the effectiveness of red and blue gravity fields by 5% (mult.). (/45)&lt;br /&gt;
*'''[Bottom Middle] Improvement:''' Increases the maximum jumps the gravity orb can perform by 10. '''Increases to unlimited jumps after reaching the maximum level of this improvement.''' (/10)&lt;br /&gt;
*'''[Bottom Right] Improvement:''' Reduces the cost of altering the gravity grid by 10%. (/40)&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
&amp;lt;br&amp;gt;1. Make a grid consisting of a line of orbs at the bottom and an arrow pointing back to where you started. &lt;br /&gt;
&amp;lt;br&amp;gt;2. Put your first prestige point into the orb in the left middle, then use it and prestige a ton. &lt;br /&gt;
&amp;lt;br&amp;gt;3. Use a setup below.&lt;br /&gt;
&lt;br /&gt;
===Optimal solution===&lt;br /&gt;
Best solution currently known is 550 Positive and Negative. Negative board requires near-max prestige, use old layout instead of short on prestiges. (you need at least #40)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{collapsible|Solution|&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Universal_best~2.jpg|Best layout, credit to ''TigTig'' for the solution.&lt;br /&gt;
File:Universal_best_solution.png|Old positive solution, use if low on prestiges.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|width=800&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gravity!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!1.5 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Universal Attack&lt;br /&gt;
|-&lt;br /&gt;
!1.8 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Emergency Critical&lt;br /&gt;
|-&lt;br /&gt;
!-0.5 G&lt;br /&gt;
|{{Module|Ultimate|size=30px}} Universal Shield&lt;br /&gt;
|-&lt;br /&gt;
!-1.75 G&lt;br /&gt;
|{{Module|Defensive|size=30px}} Temporal Barrier&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 13.9G)&lt;br /&gt;
| +% Universal damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. -11.08G)&lt;br /&gt;
| +% Universal resistance (Max. 99%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3736</id>
		<title>Experiment: Universal</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3736"/>
		<updated>2025-02-12T15:02:20Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: Formatted and Updated from /*#Top*/ to /*Prestige*/. Name changes to keep to the game: Ball =&amp;gt; Orb /Particle.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UniversalExperiment.png|thumb|The Universal Experiment]]&lt;br /&gt;
[[File:Experiment Universal icon.png|left]]&lt;br /&gt;
The '''Universal experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 5.&lt;br /&gt;
&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a Gravity Orb (particle).&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
The gravity grid has many components that interact with the orb, and can be altered, with costs increasing after each alteration. Recreating the board will reset the alteration cost while creating a new gravity grid. &lt;br /&gt;
&lt;br /&gt;
Clicking '''LAUNCH''' starts the simulation. The particle starts to move along the grid from the bottom left corner (going right) guided by arrows and other components. When the orb moves outside of the grid, the simulation will stop Instantly. &lt;br /&gt;
&lt;br /&gt;
Clicking '''RECREATE''' will generate a new random grid with only normal arrows, and gravitation fields.&lt;br /&gt;
&lt;br /&gt;
===Components===&lt;br /&gt;
Click to select one of them, then click a component on the gravity board, which changes the it to the currently selected component, while keeping it's current direction. The components available are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''NORMAL''': Sends the ball in the direction pointed. Can only be used once.&lt;br /&gt;
*'''GRAVUP''': Increases gravity of the orb. Can be used multiple times.&lt;br /&gt;
*'''GRAVDOWN''': Decreases gravity of the orb. Can be used multiple times.&lt;br /&gt;
*'''INFINITE (1)''': Sends the ball in the direction pointed. Stays forever. Only 1 of this can be on the grid at once.&lt;br /&gt;
*'''3 TIMES''': Sends the ball in the direction pointed. Lasts for 3 uses.&lt;br /&gt;
*'''ROTATING (3)''': Sends the ball in the direction pointed. Rotates clockwise after each use. Rotation needs to be manually readjusted before a simulation starts. Only 1 of this can be on the grid at once.&lt;br /&gt;
*'''REFRESH (1)''': Refreshes the use count of all components (except itself), allowing the ball to interact with them again (Rotating components' direction will not be reset). Only 1 of this can be on the grid at once. Unlocked after choosing this from prestige.&lt;br /&gt;
*'''REFLECT''': Reflects the particle (the particle will bounce back on vertical and horizontal position, and will bounce to the left on diagonal position). Lasts for 2 uses. Unlocked after choosing this from prestige.&lt;br /&gt;
*'''5 TIMES (4)''': Sends the ball in the direction pointed. Lasts for 5 uses. Only 4 of this can be on the grid at once. Unlocked after choosing this from prestige.&lt;br /&gt;
*'''INVERT''': Inverts the ball's current gravity value (1G =&amp;gt; -1G). Unlocked after choosing this from prestige.&lt;br /&gt;
*'''P-ARROW''': Unlocked after choosing this from prestige.&lt;br /&gt;
*'''N-ARROW''': Unlocked after choosing this from prestige.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Actions are used to modify the existing components&lt;br /&gt;
&lt;br /&gt;
*'''Rotate''': Rotated a component on the grid clockwise&lt;br /&gt;
*'''Rotate (CCW)''': Rotate a component on the grid counter-clockwise&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
'''Prestige resets the gravity grid but keeps records.'''&lt;br /&gt;
*Improvement: Unlocks a black orb that inverts the current gravity value of the gravity orb whenever it passes over it.&lt;br /&gt;
*Improvement: Unlocks a component that reflects the gravity orb 90° clockwise if the entry point is a corner or 180° if it enters any other side. It can reflect up to two times before becoming inactive.&lt;br /&gt;
*Improvement: Unlocks a purple orb that refreshes the entire grid except itself when the gravity orb enters it.&lt;br /&gt;
*Improvement: Unlocks an arrow component that can be placed up to 4 times and redirects the gravity orb into the direction it points for up to 5 times before becoming inactive.&lt;br /&gt;
*Improvement: Unlocks two arrows ('''P-ARROW''' and '''N-ARROW''') that only redirect the orb if the gravity value of it is either positive or negative, depending on the arrows color. Also increases or decreases the gravity value if the orb is being redirected.&lt;br /&gt;
*Improvement: Increases the effectiveness of red and blue gravity fields by 5% (mult.). (/45)&lt;br /&gt;
*Improvement: Increases the maximum jumps the gravity orb can perform by 10.&lt;br /&gt;
*Increases to unlimited jumps after reaching the maximum level of this improvement. (/10)&lt;br /&gt;
*Improvement: Reduces the cost of altering the gravity grid by 10%. (/40)&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;1. Make a grid consisting of a line of orbs at the bottom and an arrow pointing back to where you started. &lt;br /&gt;
&amp;lt;br&amp;gt;2. Put your first prestige point into the orb in the left middle, then use it and prestige a ton. &lt;br /&gt;
&amp;lt;br&amp;gt;3. Use a setup below.&lt;br /&gt;
&lt;br /&gt;
===Optimal solution===&lt;br /&gt;
Best solution currently known is 550 Positive and Negative. Negative board requires near-max prestige, use old layout instead of short on prestiges. (you need at least #40)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{collapsible|Solution|&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=240px heights=240px&amp;gt;&lt;br /&gt;
File:Universal_best~2.jpg|Best layout, credit to ''TigTig'' for the solution.&lt;br /&gt;
File:Universal_best_solution.png|Old positive solution, use if low on prestiges.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|width=800&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gravity!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!1.5 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Universal Attack&lt;br /&gt;
|-&lt;br /&gt;
!1.8 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Emergency Critical&lt;br /&gt;
|-&lt;br /&gt;
!-0.5 G&lt;br /&gt;
|{{Module|Ultimate|size=30px}} Universal Shield&lt;br /&gt;
|-&lt;br /&gt;
!-1.75 G&lt;br /&gt;
|{{Module|Defensive|size=30px}} Temporal Barrier&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 13.9G)&lt;br /&gt;
| +% Universal damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. -11.08G)&lt;br /&gt;
| +% Universal resistance (Max. 99%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3507</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3507"/>
		<updated>2024-09-10T13:12:58Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: /* Era */ KBoP Essence Base Chance, noted by fireball&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(1.55e+81)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''393''' modules available to unlock (as of v0.37.0).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|right|Icon Art of all modules unlockable from Regions in Tower Testing |link=Special:FilePath/TowerTesting_Bumps.png]]&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, Special, or Legendary.&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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find, though Legendary modules do not count towards Museum statictics and achievements.&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;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&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;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the towers attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1+: 1÷(.4-.05(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|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;
|Tier 1+: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1+: 50% + 10% × (t-1), 2 + (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|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;
|Tier 1: 50000, 3%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|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;
|Tier 1+: 50% + 10% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-6: 1000 × 10^(t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 7+: 1.5e8/150M × 1.5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by (80-10*min(tier,5))%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+ 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1+: 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%&lt;br /&gt;
|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;
|Tier 1: 20%, 1s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1+: 70% + 5% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 2% × (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''&lt;br /&gt;
|150|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 10000-20000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|Tier 1+: 20% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%&lt;br /&gt;
|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;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''&lt;br /&gt;
|150|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1+: 1000 × 10 ^ (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|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;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|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;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1+: 70% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%&lt;br /&gt;
|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;
|Tier 1+: 6% * t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|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;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&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;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabric of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
|COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for a certain amount of time. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by a certain % for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''&lt;br /&gt;
|10||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''&lt;br /&gt;
|30|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''&lt;br /&gt;
|100|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''&lt;br /&gt;
|1|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from neutral to air and therefore applies all default strengths and weaknesses of air 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: 4&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''&lt;br /&gt;
|250||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. hp of an enemy upon contact. Goats might jump over enemies without touching them!&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''&lt;br /&gt;
|250|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''&lt;br /&gt;
|100|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''&lt;br /&gt;
|250||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''&lt;br /&gt;
|250||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature. Type priority: 5&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''&lt;br /&gt;
|250|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''&lt;br /&gt;
|1|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others. Type Priority: 8&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''&lt;br /&gt;
|250|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''&lt;br /&gt;
|250|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''&lt;br /&gt;
|250||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|Provides a bonus multiplier to outgoing Earth damage but divides outgoing Water damage by the same amount. Can be toggled to instead divide outgoing Earth damage and multiply outgoing Water damage.&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''&lt;br /&gt;
|5|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''&lt;br /&gt;
|25|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''&lt;br /&gt;
|250|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a 24.9% chance to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''&lt;br /&gt;
|1|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others. Type Priority: 2&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''&lt;br /&gt;
|250|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''&lt;br /&gt;
|250|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
| || ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''&lt;br /&gt;
|250|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''&lt;br /&gt;
|250|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total damage dealt. Damage of Taste modules can not be further amplified.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''&lt;br /&gt;
|5|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''&lt;br /&gt;
|250|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by half of the amount.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''&lt;br /&gt;
|100||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''&lt;br /&gt;
|250||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''&lt;br /&gt;
|1|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness 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: 7&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''&lt;br /&gt;
|250|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''&lt;br /&gt;
|250|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 seconds against all types of damage when taking air or light damage.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''&lt;br /&gt;
|1|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others. Type Priority: 6&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''&lt;br /&gt;
|250|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''&lt;br /&gt;
|250|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;max(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''&lt;br /&gt;
|250|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''&lt;br /&gt;
|5|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''&lt;br /&gt;
|250|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''&lt;br /&gt;
|250||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''&lt;br /&gt;
|250||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''&lt;br /&gt;
|100||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''&lt;br /&gt;
|250|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the caster's attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|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;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their energy cost from getting lower than 20% of the Tower's max. energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&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 mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;. ''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack all units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&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;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided for each module inside your blueprint other than itself. Multiplier cannot go below 1.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''&lt;br /&gt;
|250||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15sec. radius depends on tier.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|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; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |4|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |5&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |7||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''13'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |14&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15|| ||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |21&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |26&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||3&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||28&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
(Table currently empty)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&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, v0.29.0, there are '''9''' 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;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|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 [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret &amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3464</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3464"/>
		<updated>2024-05-13T16:28:27Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: /* Machines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=10|ConversionRate=150|Image=Factory.png|Color=Red|ColorCode=red}}&lt;br /&gt;
[[File:Red resource.png|left]]&lt;br /&gt;
The '''Factory''' is a building where you make production modules. Production modules produce a specific amount of resources per second.&lt;br /&gt;
&lt;br /&gt;
To craft production modules you need to either purchase your materials or refine and combine your own with machinery.&lt;br /&gt;
&lt;br /&gt;
You need materials from the [[Mine]] in order to refine better materials.&lt;br /&gt;
[[File:Factory2.png|thumb|1. Crafting Grid   2. Inventory  3. Machines 4. Recipes  5. Production  6. Shop  7. Refining]]&lt;br /&gt;
[[File:Items.png|thumb|From left to right: Ingot, Plate, Circuit Plate, Screw/Bolt, Wire, Cable, Metal Bar/Rod, Circuit Wires, Pipe, Ring, Dust.]]&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrades to the factory increases inventory space, crafting grid space, and unlocks new recipes.&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Located on the bottom right. Things you buy and make can be placed here. &lt;br /&gt;
&lt;br /&gt;
Click and drag the items to move them around, and into the crafting grid.&lt;br /&gt;
&lt;br /&gt;
Right click with an empty mouse picks up half of the selected item. Right click with a full mouse places down one of the held items, holding right click with a full mouse and dragging places one item on each empty tile.&lt;br /&gt;
&lt;br /&gt;
Clicking on the trash bin through it will delete the items you are holding.&lt;br /&gt;
&lt;br /&gt;
===Crafting Grid===&lt;br /&gt;
Located on the left of the factory screen&lt;br /&gt;
&lt;br /&gt;
You can display recipes here from the recipes list, items needed are represented by transparent icons, you can fill them in by dragging the items in from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
Machines are used to process items into different items, which can find them in the recipe list. &lt;br /&gt;
&lt;br /&gt;
When a machine is producing, right clicking the machine removes one of the items, and shift right clicking removes all items at once from the machine. &lt;br /&gt;
&lt;br /&gt;
Speed is calculated by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Base x 2^(Tier-1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt; being the processing speed of that specific item.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Speed Boost Per Tier&lt;br /&gt;
!Tier&lt;br /&gt;
!Boost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1x&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2x&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4x&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8x&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|16x&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|32x&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|64x&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|128x&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|256x&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|512x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base times for each recipe in seconds&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Machine !! rowspan=&amp;quot;2&amp;quot;|Recipe !! rowspan=&amp;quot;2&amp;quot;|Ingredients !! rowspan=&amp;quot;2&amp;quot;|Outputs !! rowspan=&amp;quot;2&amp;quot;|Base Duration Formula !! colspan=&amp;quot;10&amp;quot;|Base Duration per Tier (t) &lt;br /&gt;
|-&lt;br /&gt;
| T1 || T2 || T3 || T4 || T5 || T6 || T7 || T8 || T9 || T10&lt;br /&gt;
|-&lt;br /&gt;
! Cutter &lt;br /&gt;
| Screw || Rod || 4 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|Crusher &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Dust || Ore || 2 || 2t-1 || 1 || 3 || 5 || 7 || 9 || 11 || 13 || 15 || 17 || 19&lt;br /&gt;
|-&lt;br /&gt;
| Ingot || 1 || 0.5t+0.25 || 0.75 || 1.25 || 1.75 || 2.25 || 2.75 || 3.25 || 3.75 || 4.25 || 4.75 || 5.25&lt;br /&gt;
|-&lt;br /&gt;
| Rainbow Dust || Rainbow Ingot || 1 || style=&amp;quot;background-color: silver;&amp;quot;| || 150 || style=&amp;quot;background-color: silver;&amp;quot;colspan=&amp;quot;9&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|Oven &lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Ingot || Ore || 1 || 1.25t+0.25 || 1.5 || 2.75 || 4 || 5.25 || 6.5 || 7.75 || 9 || 10.25 || 11.5 || 12.75&lt;br /&gt;
|-&lt;br /&gt;
| Dust || 1 || 1.25t+0.25 || 1.5 || 2.75 || 4 || 5.25 || 6.5 || 7.75 || 9 || 10.25 || 11.5 || 12.75&lt;br /&gt;
|-&lt;br /&gt;
| Rainbow Ingot || Rainbow Dust || 1 || style=&amp;quot;background-color: silver;&amp;quot;| || 300 || style=&amp;quot;background-color: silver;&amp;quot;colspan=&amp;quot;9&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;|Presser &lt;br /&gt;
| Rubber Plate || Rubber || 1 || style=&amp;quot;background-color: silver;&amp;quot;| || 3 || style=&amp;quot;background-color: silver;&amp;quot;colspan=&amp;quot;9&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Plate || Ingot || 1 || t+1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11&lt;br /&gt;
|-&lt;br /&gt;
| Dense Plate || Stacked Plate || 1 || 3t || 3 || 6 || 9 || 12 || 15 || 18 || 21 || 24 || 27 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Rainbow Plate || Rainbow Ingot || 1 || style=&amp;quot;background-color: silver;&amp;quot;| || 300 || style=&amp;quot;background-color: silver;&amp;quot;colspan=&amp;quot;9&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
! Mixer &lt;br /&gt;
| Dust || Ore Lump || 2 || 2t || 2 || 4 || 6 || 8 || 10 || 12 || 14 || 16 || 18 || style=&amp;quot;background-color: silver;&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
! Assembler &lt;br /&gt;
| Circuit || Cable || 1 || 2.5t+5.5 || 8 || 10.5 || 13 || 15.5 || 18 || 20.5 || 23 || 25.5 || 28 || 30.5&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Boiler &lt;br /&gt;
| Dense Block || Block || 1 || 60t || 60 || 120 || 180 || 240 || 300 || 360 || 420 || 480 || 540 || 600&lt;br /&gt;
|-&lt;br /&gt;
| Dust (Downtier) || Dust || 4 || 3(t+1) || style=&amp;quot;background-color: silver;&amp;quot;|6 || 9 || 12 || 15 || 18 || 21 || 24 || 27 || 30 || 33&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|Shaper &lt;br /&gt;
| Rod || Ingot || 2 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Ring || Rod || 1 || 1.5(t+1) || 3 || 4.5 || 6 || 7.5 || 9 || 10.5 || 12 || 13.5 || 15 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| Pipe || Plate || 1 || 5(t+1) || 10 || 15 || 20 || 25 || 30 || 35 || 40 || 45 || 50 || 55&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|Refinery &lt;br /&gt;
| Cable || Ingot || 2 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Wire || Cable || 1 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Circuit Plate || Plate || 1 || 3t || 3 || 6 || 9 || 12 || 15 || 18 || 21 || 24 || 27 || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Oven===&lt;br /&gt;
The oven is used to turn ore and dust into ingots.&lt;br /&gt;
&lt;br /&gt;
Note: It is not advised to turn ore directly into ingots, and instead crush it first into dust as this doubles your ingot output per ore.&lt;br /&gt;
&lt;br /&gt;
===Assembly===&lt;br /&gt;
The assembly is used to turn cables into circuit wires.&lt;br /&gt;
&lt;br /&gt;
===Refiner===&lt;br /&gt;
The refiner is used to turn ingots into cables, cables into wires, and plates into circuit plates.&lt;br /&gt;
&lt;br /&gt;
===Crusher===&lt;br /&gt;
The crusher is used to turn ingots and ore into dust.&lt;br /&gt;
&lt;br /&gt;
===Cutter===&lt;br /&gt;
The cutter is used to turn metal rods into bolts.&lt;br /&gt;
&lt;br /&gt;
===Presser===&lt;br /&gt;
The presser is used to turn rubber balls and ingots into plates, and stacked plates into dense plates.&lt;br /&gt;
&lt;br /&gt;
===Mixer===&lt;br /&gt;
The mixer is used to turn ore lumps into dust.&lt;br /&gt;
&lt;br /&gt;
This allows you to combine lower tier dusts into a higher tier at a 1:8 ratio, or at a 1:4 ratio if the player has the Chemical Lumps [[Exotic Skills|Exotic Skill]].&lt;br /&gt;
&lt;br /&gt;
===Belt===&lt;br /&gt;
Belts do not make any items, instead they double your shard refining speed.&lt;br /&gt;
&lt;br /&gt;
===Shaper===&lt;br /&gt;
The shaper turns ingots into metal rods, metal rods into nuts, and plates into pipes.&lt;br /&gt;
&lt;br /&gt;
===Boiler===&lt;br /&gt;
The boiler turns blocks into dense blocks, and can also revert dust into a previous tier at a 1:4 ratio.&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
The recipe tab is where you find all the machines, producers, and items you can't make with machines.&lt;br /&gt;
&lt;br /&gt;
Clicking the cross-hair icon of a recipe adds transparent items onto the crafting grid as a guide for you to fill out, or press the auto-fill button to have it put the materials in for you.&lt;br /&gt;
&lt;br /&gt;
==Producers==&lt;br /&gt;
The producer tab is where you install your producers. &lt;br /&gt;
&lt;br /&gt;
Producers make various resources at a specific rate, and will keep producing even while offline. Producer income is multiplied by both with [[Trading Post]] bonus &amp;quot;Production Bonus Resources&amp;quot; and by the [[Power Plant]] Factory boost. The former will be factored in to the rate shown in the tab, but the latter will not, since it speeds up time itself.&lt;br /&gt;
&lt;br /&gt;
Producers are a valuable source of resources throughout the game.&lt;br /&gt;
&lt;br /&gt;
All of the following values are in resources/sec.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Type!!T1 [[File:Producer T1.png|frameless]]   !!T2 [[File:Producer T2.png|frameless]]   !!T3 [[File:Producer T3.png|frameless]]   !!T4 [[File:Producer T4.png|frameless]]!!T5 [[File:Producer T5.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:White resource.png|40px|link=Town|Town resource]] [[Town]]&lt;br /&gt;
|0.25&lt;br /&gt;
|150&lt;br /&gt;
|3e5&lt;br /&gt;
|2.5e12&lt;br /&gt;
|1e20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yellow resource.png|40px|link=Power Plant|Power Plant resource]] [[Power Plant]]&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |0.02&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |10&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |2.75e4&lt;br /&gt;
|1.5625e10&lt;br /&gt;
|1.25e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orange resource.png|40px|link=Mine|Mine resource]] [[Mine]]&lt;br /&gt;
|1.04167e11&lt;br /&gt;
|8.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Red resource.png|40px|link=Factory|Factory resource]] [[Factory]]&lt;br /&gt;
|8.3333e10&lt;br /&gt;
|6.6667e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Purple resource.png|40px|link=Headquarters|Headquarters resource]] [[Headquarters]]&lt;br /&gt;
|1.6667e10&lt;br /&gt;
|1.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pink resource.png|40px|link=Resources|Arcade resource]] [[Arcade]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Green resource.png|40px|link=Resources|Laboratory resource]] [[Laboratory]]&lt;br /&gt;
|3.125e10&lt;br /&gt;
|2.5e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cyan resource.png|40px|link=Shipyard|Shipyard resource]] [[Shipyard]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lightblue resource.png|40px|link=Trading Post|Trading Post resource]] [[Trading Post]]&lt;br /&gt;
|2.0833e9&lt;br /&gt;
|1.6667e17&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blue resource.png|40px|link=Workshop|Workshop resource]] [[Workshop]]&lt;br /&gt;
|2.5e11&lt;br /&gt;
|2e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grey resource.png|40px|link=Museum|Museum resource]] [[Museum]]&lt;br /&gt;
|2.8333e8&lt;br /&gt;
|2.2222e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brown resource.png|40px|link=Construction Firm|Construction Firm resource]] [[Construction Firm]]&lt;br /&gt;
|2.0833e11&lt;br /&gt;
|1.6667e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Black resource.png|40px|link=Statue of Cubos|Statue of Cubos resource]] [[Statue of Cubos]]&lt;br /&gt;
|5e7&lt;br /&gt;
|4e15&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gem.png|40px|link=Gems|Gems]] [[Gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |1000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Exotic gem.png|40px|link=Exotic gems|Exotic gems]] [[Exotic gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |0.001&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
The shop is where you can buy materials and items with red cubes, without having to make them.&lt;br /&gt;
&lt;br /&gt;
The items in the shop however have a stock limit, that replenishes over time when not capped. Shift clicking buys five at a time, and right clicking buys the entire stock at once.&lt;br /&gt;
&lt;br /&gt;
==Refining==&lt;br /&gt;
[[File:Factory Refining Efficiency.png|thumb|Chart showing the gains in efficiency as you refine more shards, particularly at Tier breakpoints.]]&lt;br /&gt;
&lt;br /&gt;
The refining tab is where you refine shards dug up from [[Mine|the mine]] into ores. To refine, you must select which shards will participate (generally, you want all of them) and their proportion (equal splits equally, while relative splits according to how many shards you have).&lt;br /&gt;
&lt;br /&gt;
This allows you to get higher tier items than can be found in the shop. In order to refine a particular tier of ore, you must refine with &amp;lt;b&amp;gt;at least&amp;lt;/b&amp;gt; that many different shard types, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; the total size of the refine must exceed a certain &amp;quot;breakpoint&amp;quot; threshold. It is generally suggested to not refine larger than the threshold for a given tier, because it just wastes time and shards (see chart). The breakpoints are as follows (round up to the nearest integer, the fractions are for data completeness):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Size&lt;br /&gt;
|-&lt;br /&gt;
|T1||12.5&lt;br /&gt;
|-&lt;br /&gt;
|T2||164.157987753&lt;br /&gt;
|-&lt;br /&gt;
|T3||981.805656071&lt;br /&gt;
|-&lt;br /&gt;
|T4||5223.76200109&lt;br /&gt;
|-&lt;br /&gt;
|T5||26919.6914918&lt;br /&gt;
|-&lt;br /&gt;
|T6||137812.5&lt;br /&gt;
|-&lt;br /&gt;
|T7||707792.640311&lt;br /&gt;
|-&lt;br /&gt;
|T8||3662530.24793&lt;br /&gt;
|-&lt;br /&gt;
|T9||19131554.9974&lt;br /&gt;
|-&lt;br /&gt;
|T10||100964071.569&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The belt is very important in reducing the time it takes to refine material. It is &amp;lt;i&amp;gt;much&amp;lt;/i&amp;gt; faster to refine only what is needed to build the next level belt, start a new refine for one tier higher, and repeat, then it is to go straight for T10 ore with a low-level belt.&lt;br /&gt;
&lt;br /&gt;
It takes 5 seconds to refine 1 shard without any belt, skills, or other effects (reduced to 2 seconds if you have the relevant skill). To calculate the total time to refine including all those effects, see https://www.desmos.com/calculator/oaqwluawpe.&lt;br /&gt;
&lt;br /&gt;
==Second Floor==&lt;br /&gt;
&amp;lt;small&amp;gt; Main Article: [[Specializations#Factory:_Crafter_and_Fabricator|Factory Floor 2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Second Floor of the Factory involves mainly using mass to create items, automate crafting, and growing materials from trees.&lt;br /&gt;
&lt;br /&gt;
===Crafter===&lt;br /&gt;
The Crafter is used to scan items and craft scanned items automatically, allowing you to easily craft them.&lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have a certain quantity of it (the items are consumed in the scanning process), and to have all ingredients needed to craft the item already scanned (Ores and rubber are the first items you can scan). Scanning an item will also cost Factory Resources, which varies depending on the tier of the item. The resource cost for each tier is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Resource Cost!!Quantity&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B||100&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T||50&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa||30&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi||25&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx||20&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp||15&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc||10&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No||10&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De||10&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe||5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the crafter will automatically craft all items required to make the requested items, recursively. You can also toggle the crafter to use any relevant items already in your inventory.&lt;br /&gt;
&lt;br /&gt;
===Fabricator===&lt;br /&gt;
The Fabricator is used to create items out of mass. After the second floor is unlocked, all factory items will display their mass. Their mass represents how much mass you gain from dissolving them. Their mass is also directly proportional to the resources used to make them. (With the exception of ore to ingot. Always turn your ores to dust first or don't directly turn ores to ingots, as they will lose 50% of their worth from doing so.)&lt;br /&gt;
&lt;br /&gt;
After you have scanned a item in the crafter, you can dissolve that item for mass. The mass is stored and can be used to fabricate any scanned item. The fabricator also contains an auto-mass producer, which makes mass passively. However, it is slow for how expensive it is. The  fabricator can be upgrade to increase dissolve speed, increase fabricating speed, increase maximum amount of mass, and increase auto-mass production.&lt;br /&gt;
&lt;br /&gt;
===Tree Farm===&lt;br /&gt;
The Tree Farm is used to grow items. The player can plant saplings, which will grow into trees over time. The more time the tree grows, the faster it will produce. Currently, there are only two types of sapling, rubber and void-rock, which produce rubber and void essence respectively.&lt;br /&gt;
&lt;br /&gt;
===Manufacture===&lt;br /&gt;
The manufacture tab is used for boosters. Boosters, as the name implies, boost things, currently there are three things they boost: resource drops, producer production (normal) and wave acceleration. To unlock the recipes to craft boosters you will need to buy the upgrades on the side of the grid, once you get them, go to the recipes tab to craft them. To use the boosters, go to the manufacture tab and place the boosters in the grid. Please note that spreading them out is more efficient because boosters are multiplicative like that. Boosters and materials needed to craft them are not scannable due to balancing. The upgrades you buy are:&lt;br /&gt;
&lt;br /&gt;
1. Unlock tier 1 boosters and 4 grid slots&lt;br /&gt;
&lt;br /&gt;
2. Unlock the dustribute button found below the grid and also unlock 4 more grid slots&lt;br /&gt;
&lt;br /&gt;
3. Unlock tier 2 boosters, rainbow dust, void rock saplings, and 4 further grid slots&lt;br /&gt;
&lt;br /&gt;
4. Unlock tier 3 boosters and 4 final grid slots.&lt;br /&gt;
&lt;br /&gt;
The formula for how much each booster stack boosts go as follows: 1+boostBase+boostDifference(stack size-1)/(1×10&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;-1)&amp;lt;sup&amp;gt;exponent&amp;lt;/sup&amp;gt;. The max boosts for individual stacks are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Acceleration !! Resource drops !! Producer production&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || .01, .01, .05 || .05, 1.95, .2 || .01, .99, .05&lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || .02, .03, .05 || .15, 2.35, .2 || .05, 1.7, .05&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || .05, .05, .05 || .75, 2.25, .2 || .25, 2.75, .05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Machines''' - Increases the production speed of all machines by 50%.&lt;br /&gt;
*'''Full Capacity''' - Increases the resource production by 2% for each unique item type inside the production grid.&lt;br /&gt;
*'''Infinite Rubber''' - Doubles the stock limit of all shop items and halves the refill time. Also the refill time of rubber changes to 0.1 sec. per item.&lt;br /&gt;
*'''Auto-Fill''' - Allows you to automatically fill the contents of the crafting grid with the requirements of the selected recipe.&lt;br /&gt;
*'''More Ores''' - Doubles ore output from shard refining.&lt;br /&gt;
*'''Advanced Refining''' - Reduces the basic refining time per shard from 5 seconds to 2 seconds.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Machine Handling''' ({{Number|5|icon=[[File:Exotic gem.png|20px]]}}) - Allows you to pick up machines from their machine slot via right click and place them back via left click.&lt;br /&gt;
*'''Chemical Lumps''' ({{Number|60|icon=[[File:Exotic gem.png|20px]]}}) - Changes the recipe for ore lumps to only use 4 dust of the previous tier.&lt;br /&gt;
*'''Battle Producers''' ({{Number|25|icon=[[File:Exotic gem.png|20px]]}}) - Increases the production of all producers by 1% for each second that passes during an active tower run. Resets upon quitting or restarting. Does not affect exotic producers.&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>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3463</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3463"/>
		<updated>2024-05-13T15:32:45Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: /* Machines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=10|ConversionRate=150|Image=Factory.png|Color=Red|ColorCode=red}}&lt;br /&gt;
[[File:Red resource.png|left]]&lt;br /&gt;
The '''Factory''' is a building where you make production modules. Production modules produce a specific amount of resources per second.&lt;br /&gt;
&lt;br /&gt;
To craft production modules you need to either purchase your materials or refine and combine your own with machinery.&lt;br /&gt;
&lt;br /&gt;
You need materials from the [[Mine]] in order to refine better materials.&lt;br /&gt;
[[File:Factory2.png|thumb|1. Crafting Grid   2. Inventory  3. Machines 4. Recipes  5. Production  6. Shop  7. Refining]]&lt;br /&gt;
[[File:Items.png|thumb|From left to right: Ingot, Plate, Circuit Plate, Screw/Bolt, Wire, Cable, Metal Bar/Rod, Circuit Wires, Pipe, Ring, Dust.]]&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrades to the factory increases inventory space, crafting grid space, and unlocks new recipes.&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Located on the bottom right. Things you buy and make can be placed here. &lt;br /&gt;
&lt;br /&gt;
Click and drag the items to move them around, and into the crafting grid.&lt;br /&gt;
&lt;br /&gt;
Right click with an empty mouse picks up half of the selected item. Right click with a full mouse places down one of the held items, holding right click with a full mouse and dragging places one item on each empty tile.&lt;br /&gt;
&lt;br /&gt;
Clicking on the trash bin through it will delete the items you are holding.&lt;br /&gt;
&lt;br /&gt;
===Crafting Grid===&lt;br /&gt;
Located on the left of the factory screen&lt;br /&gt;
&lt;br /&gt;
You can display recipes here from the recipes list, items needed are represented by transparent icons, you can fill them in by dragging the items in from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
Machines are used to process items into different items, which can find them in the recipe list. &lt;br /&gt;
&lt;br /&gt;
When a machine is producing, right clicking the machine removes one of the items, and shift right clicking removes all items at once from the machine. &lt;br /&gt;
&lt;br /&gt;
Speed is calculated by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Base x 2^(Tier-1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt; being the processing speed of that specific item.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Speed Boost Per Tier&lt;br /&gt;
!Tier&lt;br /&gt;
!Boost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1x&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2x&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4x&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8x&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|16x&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|32x&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|64x&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|128x&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|256x&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|512x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base times for each recipe in seconds&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Machine !! rowspan=&amp;quot;2&amp;quot;|Recipe !! rowspan=&amp;quot;2&amp;quot;|Ingredients !! rowspan=&amp;quot;2&amp;quot;|Outputs !! rowspan=&amp;quot;2&amp;quot;|Base Duration Formula !! colspan=&amp;quot;10&amp;quot;|Base Duration per Tier (t) &lt;br /&gt;
|-&lt;br /&gt;
| T1 || T2 || T3 || T4 || T5 || T6 || T7 || T8 || T9 || T10&lt;br /&gt;
|-&lt;br /&gt;
| Cutter || Screw || Rod || 4 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Crusher || rowspan=&amp;quot;2&amp;quot;|Dust || Ore || 2 || 2t-1 || 1 || 3 || 5 || 7 || 9 || 11 || 13 || 15 || 17 || 19&lt;br /&gt;
|-&lt;br /&gt;
| Ingot || 1 || 0.5t+0.25 || 0.75 || 1.25 || 1.75 || 2.25 || 2.75 || 3.25 || 3.75 || 4.25 || 4.75 || 5.25&lt;br /&gt;
|-&lt;br /&gt;
| Rainbow Dust || Rainbow Ingot || 1 ||  || colspan=&amp;quot;10&amp;quot;|150&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Oven || rowspan=&amp;quot;2&amp;quot;|Ingot || Ore || 1 || 1.25t+0.25 || 1.5 || 2.75 || 4 || 5.25 || 6.5 || 7.75 || 9 || 10.25 || 11.5 || 12.75&lt;br /&gt;
|-&lt;br /&gt;
| Dust || 1 || 1.25t+0.25 || 1.5 || 2.75 || 4 || 5.25 || 6.5 || 7.75 || 9 || 10.25 || 11.5 || 12.75&lt;br /&gt;
|-&lt;br /&gt;
| Rainbow Ingot || Rainbow Dust || 1 ||  || colspan=&amp;quot;10&amp;quot;|300&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Presser || Rubber Plate || Rubber || 1 ||  || colspan=&amp;quot;10&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
| Plate || Ingot || 1 || t+1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11&lt;br /&gt;
|-&lt;br /&gt;
| Dense Plate || Stacked Plate || 1 || 3t || 3 || 6 || 9 || 12 || 15 || 18 || 21 || 24 || 27 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Rainbow Plate || Rainbow Ingot || 1 ||  || colspan=&amp;quot;10&amp;quot;|300&lt;br /&gt;
|-&lt;br /&gt;
| Mixer || Dust || Ore Lump || 2 || 2t || 2 || 4 || 6 || 8 || 10 || 12 || 14 || 16 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Assembler || Circuit || Cable || 1 || 2.5t+5.5 || 8 || 10.5 || 13 || 15.5 || 18 || 20.5 || 23 || 25.5 || 28 || 30.5&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Boiler || Dense Block || Block || 1 || 60t || 60 || 120 || 180 || 240 || 300 || 360 || 420 || 480 || 540 || 600&lt;br /&gt;
|-&lt;br /&gt;
| Dust (Downtier) || Dust || 4 || 3(t+1) || 6 || 9 || 12 || 15 || 18 || 21 || 24 || 27 || 30 || 33&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Shaper || Rod || Ingot || 2 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Ring || Rod || 1 || 1.5(t+1) || 3 || 4.5 || 6 || 7.5 || 9 || 10.5 || 12 || 13.5 || 15 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| Pipe || Plate || 1 || 5(t+1) || 10 || 15 || 20 || 25 || 30 || 35 || 40 || 45 || 50 || 55&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Refinery || Cable || Ingot || 2 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Wire || Cable || 1 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Circuit Plate || Plate || 1 || 3t || 3 || 6 || 9 || 12 || 15 || 18 || 21 || 24 || 27 || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Oven===&lt;br /&gt;
The oven is used to turn ore and dust into ingots.&lt;br /&gt;
&lt;br /&gt;
Note: It is not advised to turn ore directly into ingots, and instead crush it first into dust as this doubles your ingot output per ore.&lt;br /&gt;
&lt;br /&gt;
===Assembly===&lt;br /&gt;
The assembly is used to turn cables into circuit wires.&lt;br /&gt;
&lt;br /&gt;
===Refiner===&lt;br /&gt;
The refiner is used to turn ingots into cables, cables into wires, and plates into circuit plates.&lt;br /&gt;
&lt;br /&gt;
===Crusher===&lt;br /&gt;
The crusher is used to turn ingots and ore into dust.&lt;br /&gt;
&lt;br /&gt;
===Cutter===&lt;br /&gt;
The cutter is used to turn metal rods into bolts.&lt;br /&gt;
&lt;br /&gt;
===Presser===&lt;br /&gt;
The presser is used to turn rubber balls and ingots into plates, and stacked plates into dense plates.&lt;br /&gt;
&lt;br /&gt;
===Mixer===&lt;br /&gt;
The mixer is used to turn ore lumps into dust.&lt;br /&gt;
&lt;br /&gt;
This allows you to combine lower tier dusts into a higher tier at a 1:8 ratio, or at a 1:4 ratio if the player has the Chemical Lumps [[Exotic Skills|Exotic Skill]].&lt;br /&gt;
&lt;br /&gt;
===Belt===&lt;br /&gt;
Belts do not make any items, instead they double your shard refining speed.&lt;br /&gt;
&lt;br /&gt;
===Shaper===&lt;br /&gt;
The shaper turns ingots into metal rods, metal rods into nuts, and plates into pipes.&lt;br /&gt;
&lt;br /&gt;
===Boiler===&lt;br /&gt;
The boiler turns blocks into dense blocks, and can also revert dust into a previous tier at a 1:4 ratio.&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
The recipe tab is where you find all the machines, producers, and items you can't make with machines.&lt;br /&gt;
&lt;br /&gt;
Clicking the cross-hair icon of a recipe adds transparent items onto the crafting grid as a guide for you to fill out, or press the auto-fill button to have it put the materials in for you.&lt;br /&gt;
&lt;br /&gt;
==Producers==&lt;br /&gt;
The producer tab is where you install your producers. &lt;br /&gt;
&lt;br /&gt;
Producers make various resources at a specific rate, and will keep producing even while offline. Producer income is multiplied by both with [[Trading Post]] bonus &amp;quot;Production Bonus Resources&amp;quot; and by the [[Power Plant]] Factory boost. The former will be factored in to the rate shown in the tab, but the latter will not, since it speeds up time itself.&lt;br /&gt;
&lt;br /&gt;
Producers are a valuable source of resources throughout the game.&lt;br /&gt;
&lt;br /&gt;
All of the following values are in resources/sec.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Type!!T1 [[File:Producer T1.png|frameless]]   !!T2 [[File:Producer T2.png|frameless]]   !!T3 [[File:Producer T3.png|frameless]]   !!T4 [[File:Producer T4.png|frameless]]!!T5 [[File:Producer T5.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:White resource.png|40px|link=Town|Town resource]] [[Town]]&lt;br /&gt;
|0.25&lt;br /&gt;
|150&lt;br /&gt;
|3e5&lt;br /&gt;
|2.5e12&lt;br /&gt;
|1e20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yellow resource.png|40px|link=Power Plant|Power Plant resource]] [[Power Plant]]&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |0.02&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |10&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |2.75e4&lt;br /&gt;
|1.5625e10&lt;br /&gt;
|1.25e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orange resource.png|40px|link=Mine|Mine resource]] [[Mine]]&lt;br /&gt;
|1.04167e11&lt;br /&gt;
|8.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Red resource.png|40px|link=Factory|Factory resource]] [[Factory]]&lt;br /&gt;
|8.3333e10&lt;br /&gt;
|6.6667e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Purple resource.png|40px|link=Headquarters|Headquarters resource]] [[Headquarters]]&lt;br /&gt;
|1.6667e10&lt;br /&gt;
|1.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pink resource.png|40px|link=Resources|Arcade resource]] [[Arcade]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Green resource.png|40px|link=Resources|Laboratory resource]] [[Laboratory]]&lt;br /&gt;
|3.125e10&lt;br /&gt;
|2.5e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cyan resource.png|40px|link=Shipyard|Shipyard resource]] [[Shipyard]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lightblue resource.png|40px|link=Trading Post|Trading Post resource]] [[Trading Post]]&lt;br /&gt;
|2.0833e9&lt;br /&gt;
|1.6667e17&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blue resource.png|40px|link=Workshop|Workshop resource]] [[Workshop]]&lt;br /&gt;
|2.5e11&lt;br /&gt;
|2e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grey resource.png|40px|link=Museum|Museum resource]] [[Museum]]&lt;br /&gt;
|2.8333e8&lt;br /&gt;
|2.2222e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brown resource.png|40px|link=Construction Firm|Construction Firm resource]] [[Construction Firm]]&lt;br /&gt;
|2.0833e11&lt;br /&gt;
|1.6667e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Black resource.png|40px|link=Statue of Cubos|Statue of Cubos resource]] [[Statue of Cubos]]&lt;br /&gt;
|5e7&lt;br /&gt;
|4e15&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gem.png|40px|link=Gems|Gems]] [[Gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |1000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Exotic gem.png|40px|link=Exotic gems|Exotic gems]] [[Exotic gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |0.001&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
The shop is where you can buy materials and items with red cubes, without having to make them.&lt;br /&gt;
&lt;br /&gt;
The items in the shop however have a stock limit, that replenishes over time when not capped. Shift clicking buys five at a time, and right clicking buys the entire stock at once.&lt;br /&gt;
&lt;br /&gt;
==Refining==&lt;br /&gt;
[[File:Factory Refining Efficiency.png|thumb|Chart showing the gains in efficiency as you refine more shards, particularly at Tier breakpoints.]]&lt;br /&gt;
&lt;br /&gt;
The refining tab is where you refine shards dug up from [[Mine|the mine]] into ores. To refine, you must select which shards will participate (generally, you want all of them) and their proportion (equal splits equally, while relative splits according to how many shards you have).&lt;br /&gt;
&lt;br /&gt;
This allows you to get higher tier items than can be found in the shop. In order to refine a particular tier of ore, you must refine with &amp;lt;b&amp;gt;at least&amp;lt;/b&amp;gt; that many different shard types, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; the total size of the refine must exceed a certain &amp;quot;breakpoint&amp;quot; threshold. It is generally suggested to not refine larger than the threshold for a given tier, because it just wastes time and shards (see chart). The breakpoints are as follows (round up to the nearest integer, the fractions are for data completeness):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Size&lt;br /&gt;
|-&lt;br /&gt;
|T1||12.5&lt;br /&gt;
|-&lt;br /&gt;
|T2||164.157987753&lt;br /&gt;
|-&lt;br /&gt;
|T3||981.805656071&lt;br /&gt;
|-&lt;br /&gt;
|T4||5223.76200109&lt;br /&gt;
|-&lt;br /&gt;
|T5||26919.6914918&lt;br /&gt;
|-&lt;br /&gt;
|T6||137812.5&lt;br /&gt;
|-&lt;br /&gt;
|T7||707792.640311&lt;br /&gt;
|-&lt;br /&gt;
|T8||3662530.24793&lt;br /&gt;
|-&lt;br /&gt;
|T9||19131554.9974&lt;br /&gt;
|-&lt;br /&gt;
|T10||100964071.569&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The belt is very important in reducing the time it takes to refine material. It is &amp;lt;i&amp;gt;much&amp;lt;/i&amp;gt; faster to refine only what is needed to build the next level belt, start a new refine for one tier higher, and repeat, then it is to go straight for T10 ore with a low-level belt.&lt;br /&gt;
&lt;br /&gt;
It takes 5 seconds to refine 1 shard without any belt, skills, or other effects (reduced to 2 seconds if you have the relevant skill). To calculate the total time to refine including all those effects, see https://www.desmos.com/calculator/oaqwluawpe.&lt;br /&gt;
&lt;br /&gt;
==Second Floor==&lt;br /&gt;
&amp;lt;small&amp;gt; Main Article: [[Specializations#Factory:_Crafter_and_Fabricator|Factory Floor 2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Second Floor of the Factory involves mainly using mass to create items, automate crafting, and growing materials from trees.&lt;br /&gt;
&lt;br /&gt;
===Crafter===&lt;br /&gt;
The Crafter is used to scan items and craft scanned items automatically, allowing you to easily craft them.&lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have a certain quantity of it (the items are consumed in the scanning process), and to have all ingredients needed to craft the item already scanned (Ores and rubber are the first items you can scan). Scanning an item will also cost Factory Resources, which varies depending on the tier of the item. The resource cost for each tier is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Resource Cost!!Quantity&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B||100&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T||50&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa||30&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi||25&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx||20&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp||15&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc||10&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No||10&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De||10&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe||5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the crafter will automatically craft all items required to make the requested items, recursively. You can also toggle the crafter to use any relevant items already in your inventory.&lt;br /&gt;
&lt;br /&gt;
===Fabricator===&lt;br /&gt;
The Fabricator is used to create items out of mass. After the second floor is unlocked, all factory items will display their mass. Their mass represents how much mass you gain from dissolving them. Their mass is also directly proportional to the resources used to make them. (With the exception of ore to ingot. Always turn your ores to dust first or don't directly turn ores to ingots, as they will lose 50% of their worth from doing so.)&lt;br /&gt;
&lt;br /&gt;
After you have scanned a item in the crafter, you can dissolve that item for mass. The mass is stored and can be used to fabricate any scanned item. The fabricator also contains an auto-mass producer, which makes mass passively. However, it is slow for how expensive it is. The  fabricator can be upgrade to increase dissolve speed, increase fabricating speed, increase maximum amount of mass, and increase auto-mass production.&lt;br /&gt;
&lt;br /&gt;
===Tree Farm===&lt;br /&gt;
The Tree Farm is used to grow items. The player can plant saplings, which will grow into trees over time. The more time the tree grows, the faster it will produce. Currently, there are only two types of sapling, rubber and void-rock, which produce rubber and void essence respectively.&lt;br /&gt;
&lt;br /&gt;
===Manufacture===&lt;br /&gt;
The manufacture tab is used for boosters. Boosters, as the name implies, boost things, currently there are three things they boost: resource drops, producer production (normal) and wave acceleration. To unlock the recipes to craft boosters you will need to buy the upgrades on the side of the grid, once you get them, go to the recipes tab to craft them. To use the boosters, go to the manufacture tab and place the boosters in the grid. Please note that spreading them out is more efficient because boosters are multiplicative like that. Boosters and materials needed to craft them are not scannable due to balancing. The upgrades you buy are:&lt;br /&gt;
&lt;br /&gt;
1. Unlock tier 1 boosters and 4 grid slots&lt;br /&gt;
&lt;br /&gt;
2. Unlock the dustribute button found below the grid and also unlock 4 more grid slots&lt;br /&gt;
&lt;br /&gt;
3. Unlock tier 2 boosters, rainbow dust, void rock saplings, and 4 further grid slots&lt;br /&gt;
&lt;br /&gt;
4. Unlock tier 3 boosters and 4 final grid slots.&lt;br /&gt;
&lt;br /&gt;
The formula for how much each booster stack boosts go as follows: 1+boostBase+boostDifference(stack size-1)/(1×10&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;-1)&amp;lt;sup&amp;gt;exponent&amp;lt;/sup&amp;gt;. The max boosts for individual stacks are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Acceleration !! Resource drops !! Producer production&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || .01, .01, .05 || .05, 1.95, .2 || .01, .99, .05&lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || .02, .03, .05 || .15, 2.35, .2 || .05, 1.7, .05&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || .05, .05, .05 || .75, 2.25, .2 || .25, 2.75, .05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Machines''' - Increases the production speed of all machines by 50%.&lt;br /&gt;
*'''Full Capacity''' - Increases the resource production by 2% for each unique item type inside the production grid.&lt;br /&gt;
*'''Infinite Rubber''' - Doubles the stock limit of all shop items and halves the refill time. Also the refill time of rubber changes to 0.1 sec. per item.&lt;br /&gt;
*'''Auto-Fill''' - Allows you to automatically fill the contents of the crafting grid with the requirements of the selected recipe.&lt;br /&gt;
*'''More Ores''' - Doubles ore output from shard refining.&lt;br /&gt;
*'''Advanced Refining''' - Reduces the basic refining time per shard from 5 seconds to 2 seconds.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Machine Handling''' ({{Number|5|icon=[[File:Exotic gem.png|20px]]}}) - Allows you to pick up machines from their machine slot via right click and place them back via left click.&lt;br /&gt;
*'''Chemical Lumps''' ({{Number|60|icon=[[File:Exotic gem.png|20px]]}}) - Changes the recipe for ore lumps to only use 4 dust of the previous tier.&lt;br /&gt;
*'''Battle Producers''' ({{Number|25|icon=[[File:Exotic gem.png|20px]]}}) - Increases the production of all producers by 1% for each second that passes during an active tower run. Resets upon quitting or restarting. Does not affect exotic producers.&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>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3462</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3462"/>
		<updated>2024-05-13T15:30:09Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: /* Machines */ more formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=10|ConversionRate=150|Image=Factory.png|Color=Red|ColorCode=red}}&lt;br /&gt;
[[File:Red resource.png|left]]&lt;br /&gt;
The '''Factory''' is a building where you make production modules. Production modules produce a specific amount of resources per second.&lt;br /&gt;
&lt;br /&gt;
To craft production modules you need to either purchase your materials or refine and combine your own with machinery.&lt;br /&gt;
&lt;br /&gt;
You need materials from the [[Mine]] in order to refine better materials.&lt;br /&gt;
[[File:Factory2.png|thumb|1. Crafting Grid   2. Inventory  3. Machines 4. Recipes  5. Production  6. Shop  7. Refining]]&lt;br /&gt;
[[File:Items.png|thumb|From left to right: Ingot, Plate, Circuit Plate, Screw/Bolt, Wire, Cable, Metal Bar/Rod, Circuit Wires, Pipe, Ring, Dust.]]&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrades to the factory increases inventory space, crafting grid space, and unlocks new recipes.&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Located on the bottom right. Things you buy and make can be placed here. &lt;br /&gt;
&lt;br /&gt;
Click and drag the items to move them around, and into the crafting grid.&lt;br /&gt;
&lt;br /&gt;
Right click with an empty mouse picks up half of the selected item. Right click with a full mouse places down one of the held items, holding right click with a full mouse and dragging places one item on each empty tile.&lt;br /&gt;
&lt;br /&gt;
Clicking on the trash bin through it will delete the items you are holding.&lt;br /&gt;
&lt;br /&gt;
===Crafting Grid===&lt;br /&gt;
Located on the left of the factory screen&lt;br /&gt;
&lt;br /&gt;
You can display recipes here from the recipes list, items needed are represented by transparent icons, you can fill them in by dragging the items in from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
Machines are used to process items into different items, which can find them in the recipe list. &lt;br /&gt;
&lt;br /&gt;
When a machine is producing, right clicking the machine removes one of the items, and shift right clicking removes all items at once from the machine. &lt;br /&gt;
&lt;br /&gt;
Speed is calculated by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Base x 2^(Tier-1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt; being the processing speed of that specific item.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Speed Boost Per Tier&lt;br /&gt;
!Tier&lt;br /&gt;
!Boost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1x&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2x&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4x&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8x&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|16x&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|32x&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|64x&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|128x&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|256x&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|512x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base times for each recipe&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Machine !! rowspan=&amp;quot;2&amp;quot;|Recipe !! rowspan=&amp;quot;2&amp;quot;|Ingredients !! rowspan=&amp;quot;2&amp;quot;|Outputs !! rowspan=&amp;quot;2&amp;quot;|Base Duration Formula !! colspan=&amp;quot;10&amp;quot;|Base Duration per Tier (t) &lt;br /&gt;
|-&lt;br /&gt;
| T1 || T2 || T3 || T4 || T5 || T6 || T7 || T8 || T9 || T10&lt;br /&gt;
|-&lt;br /&gt;
| Cutter || Screw || Rod || 4 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Crusher || rowspan=&amp;quot;2&amp;quot;|Dust || Ore || 2 || 2t-1 || 1 || 3 || 5 || 7 || 9 || 11 || 13 || 15 || 17 || 19&lt;br /&gt;
|-&lt;br /&gt;
| Ingot || 1 || 0.5t+0.25 || 0.75 || 1.25 || 1.75 || 2.25 || 2.75 || 3.25 || 3.75 || 4.25 || 4.75 || 5.25&lt;br /&gt;
|-&lt;br /&gt;
| Rainbow Dust || Rainbow Ingot || 1 ||  || colspan=&amp;quot;10&amp;quot;|150&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Oven || rowspan=&amp;quot;2&amp;quot;|Ingot || Ore || 1 || 1.25t+0.25 || 1.5 || 2.75 || 4 || 5.25 || 6.5 || 7.75 || 9 || 10.25 || 11.5 || 12.75&lt;br /&gt;
|-&lt;br /&gt;
| Dust || 1 || 1.25t+0.25 || 1.5 || 2.75 || 4 || 5.25 || 6.5 || 7.75 || 9 || 10.25 || 11.5 || 12.75&lt;br /&gt;
|-&lt;br /&gt;
| Rainbow Ingot || Rainbow Dust || 1 ||  || colspan=&amp;quot;10&amp;quot;|300&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Presser || Rubber Plate || Rubber || 1 ||  || colspan=&amp;quot;10&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
| Plate || Ingot || 1 || t+1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11&lt;br /&gt;
|-&lt;br /&gt;
| Dense Plate || Stacked Plate || 1 || 3t || 3 || 6 || 9 || 12 || 15 || 18 || 21 || 24 || 27 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Rainbow Plate || Rainbow Ingot || 1 ||  || colspan=&amp;quot;10&amp;quot;|300&lt;br /&gt;
|-&lt;br /&gt;
| Mixer || Dust || Ore Lump || 2 || 2t || 2 || 4 || 6 || 8 || 10 || 12 || 14 || 16 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Assembler || Circuit || Cable || 1 || 2.5t+5.5 || 8 || 10.5 || 13 || 15.5 || 18 || 20.5 || 23 || 25.5 || 28 || 30.5&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Boiler || Dense Block || Block || 1 || 60t || 60 || 120 || 180 || 240 || 300 || 360 || 420 || 480 || 540 || 600&lt;br /&gt;
|-&lt;br /&gt;
| Dust (Downtier) || Dust || 4 || 3(t+1) || 6 || 9 || 12 || 15 || 18 || 21 || 24 || 27 || 30 || 33&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Shaper || Rod || Ingot || 2 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Ring || Rod || 1 || 1.5(t+1) || 3 || 4.5 || 6 || 7.5 || 9 || 10.5 || 12 || 13.5 || 15 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| Pipe || Plate || 1 || 5(t+1) || 10 || 15 || 20 || 25 || 30 || 35 || 40 || 45 || 50 || 55&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Refinery || Cable || Ingot || 2 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Wire || Cable || 1 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Circuit Plate || Plate || 1 || 3t || 3 || 6 || 9 || 12 || 15 || 18 || 21 || 24 || 27 || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Oven===&lt;br /&gt;
The oven is used to turn ore and dust into ingots.&lt;br /&gt;
&lt;br /&gt;
Note: It is not advised to turn ore directly into ingots, and instead crush it first into dust as this doubles your ingot output per ore.&lt;br /&gt;
&lt;br /&gt;
===Assembly===&lt;br /&gt;
The assembly is used to turn cables into circuit wires.&lt;br /&gt;
&lt;br /&gt;
===Refiner===&lt;br /&gt;
The refiner is used to turn ingots into cables, cables into wires, and plates into circuit plates.&lt;br /&gt;
&lt;br /&gt;
===Crusher===&lt;br /&gt;
The crusher is used to turn ingots and ore into dust.&lt;br /&gt;
&lt;br /&gt;
===Cutter===&lt;br /&gt;
The cutter is used to turn metal rods into bolts.&lt;br /&gt;
&lt;br /&gt;
===Presser===&lt;br /&gt;
The presser is used to turn rubber balls and ingots into plates, and stacked plates into dense plates.&lt;br /&gt;
&lt;br /&gt;
===Mixer===&lt;br /&gt;
The mixer is used to turn ore lumps into dust.&lt;br /&gt;
&lt;br /&gt;
This allows you to combine lower tier dusts into a higher tier at a 1:8 ratio, or at a 1:4 ratio if the player has the Chemical Lumps [[Exotic Skills|Exotic Skill]].&lt;br /&gt;
&lt;br /&gt;
===Belt===&lt;br /&gt;
Belts do not make any items, instead they double your shard refining speed.&lt;br /&gt;
&lt;br /&gt;
===Shaper===&lt;br /&gt;
The shaper turns ingots into metal rods, metal rods into nuts, and plates into pipes.&lt;br /&gt;
&lt;br /&gt;
===Boiler===&lt;br /&gt;
The boiler turns blocks into dense blocks, and can also revert dust into a previous tier at a 1:4 ratio.&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
The recipe tab is where you find all the machines, producers, and items you can't make with machines.&lt;br /&gt;
&lt;br /&gt;
Clicking the cross-hair icon of a recipe adds transparent items onto the crafting grid as a guide for you to fill out, or press the auto-fill button to have it put the materials in for you.&lt;br /&gt;
&lt;br /&gt;
==Producers==&lt;br /&gt;
The producer tab is where you install your producers. &lt;br /&gt;
&lt;br /&gt;
Producers make various resources at a specific rate, and will keep producing even while offline. Producer income is multiplied by both with [[Trading Post]] bonus &amp;quot;Production Bonus Resources&amp;quot; and by the [[Power Plant]] Factory boost. The former will be factored in to the rate shown in the tab, but the latter will not, since it speeds up time itself.&lt;br /&gt;
&lt;br /&gt;
Producers are a valuable source of resources throughout the game.&lt;br /&gt;
&lt;br /&gt;
All of the following values are in resources/sec.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Type!!T1 [[File:Producer T1.png|frameless]]   !!T2 [[File:Producer T2.png|frameless]]   !!T3 [[File:Producer T3.png|frameless]]   !!T4 [[File:Producer T4.png|frameless]]!!T5 [[File:Producer T5.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:White resource.png|40px|link=Town|Town resource]] [[Town]]&lt;br /&gt;
|0.25&lt;br /&gt;
|150&lt;br /&gt;
|3e5&lt;br /&gt;
|2.5e12&lt;br /&gt;
|1e20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yellow resource.png|40px|link=Power Plant|Power Plant resource]] [[Power Plant]]&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |0.02&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |10&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |2.75e4&lt;br /&gt;
|1.5625e10&lt;br /&gt;
|1.25e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orange resource.png|40px|link=Mine|Mine resource]] [[Mine]]&lt;br /&gt;
|1.04167e11&lt;br /&gt;
|8.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Red resource.png|40px|link=Factory|Factory resource]] [[Factory]]&lt;br /&gt;
|8.3333e10&lt;br /&gt;
|6.6667e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Purple resource.png|40px|link=Headquarters|Headquarters resource]] [[Headquarters]]&lt;br /&gt;
|1.6667e10&lt;br /&gt;
|1.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pink resource.png|40px|link=Resources|Arcade resource]] [[Arcade]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Green resource.png|40px|link=Resources|Laboratory resource]] [[Laboratory]]&lt;br /&gt;
|3.125e10&lt;br /&gt;
|2.5e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cyan resource.png|40px|link=Shipyard|Shipyard resource]] [[Shipyard]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lightblue resource.png|40px|link=Trading Post|Trading Post resource]] [[Trading Post]]&lt;br /&gt;
|2.0833e9&lt;br /&gt;
|1.6667e17&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blue resource.png|40px|link=Workshop|Workshop resource]] [[Workshop]]&lt;br /&gt;
|2.5e11&lt;br /&gt;
|2e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grey resource.png|40px|link=Museum|Museum resource]] [[Museum]]&lt;br /&gt;
|2.8333e8&lt;br /&gt;
|2.2222e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brown resource.png|40px|link=Construction Firm|Construction Firm resource]] [[Construction Firm]]&lt;br /&gt;
|2.0833e11&lt;br /&gt;
|1.6667e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Black resource.png|40px|link=Statue of Cubos|Statue of Cubos resource]] [[Statue of Cubos]]&lt;br /&gt;
|5e7&lt;br /&gt;
|4e15&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gem.png|40px|link=Gems|Gems]] [[Gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |1000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Exotic gem.png|40px|link=Exotic gems|Exotic gems]] [[Exotic gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |0.001&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
The shop is where you can buy materials and items with red cubes, without having to make them.&lt;br /&gt;
&lt;br /&gt;
The items in the shop however have a stock limit, that replenishes over time when not capped. Shift clicking buys five at a time, and right clicking buys the entire stock at once.&lt;br /&gt;
&lt;br /&gt;
==Refining==&lt;br /&gt;
[[File:Factory Refining Efficiency.png|thumb|Chart showing the gains in efficiency as you refine more shards, particularly at Tier breakpoints.]]&lt;br /&gt;
&lt;br /&gt;
The refining tab is where you refine shards dug up from [[Mine|the mine]] into ores. To refine, you must select which shards will participate (generally, you want all of them) and their proportion (equal splits equally, while relative splits according to how many shards you have).&lt;br /&gt;
&lt;br /&gt;
This allows you to get higher tier items than can be found in the shop. In order to refine a particular tier of ore, you must refine with &amp;lt;b&amp;gt;at least&amp;lt;/b&amp;gt; that many different shard types, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; the total size of the refine must exceed a certain &amp;quot;breakpoint&amp;quot; threshold. It is generally suggested to not refine larger than the threshold for a given tier, because it just wastes time and shards (see chart). The breakpoints are as follows (round up to the nearest integer, the fractions are for data completeness):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Size&lt;br /&gt;
|-&lt;br /&gt;
|T1||12.5&lt;br /&gt;
|-&lt;br /&gt;
|T2||164.157987753&lt;br /&gt;
|-&lt;br /&gt;
|T3||981.805656071&lt;br /&gt;
|-&lt;br /&gt;
|T4||5223.76200109&lt;br /&gt;
|-&lt;br /&gt;
|T5||26919.6914918&lt;br /&gt;
|-&lt;br /&gt;
|T6||137812.5&lt;br /&gt;
|-&lt;br /&gt;
|T7||707792.640311&lt;br /&gt;
|-&lt;br /&gt;
|T8||3662530.24793&lt;br /&gt;
|-&lt;br /&gt;
|T9||19131554.9974&lt;br /&gt;
|-&lt;br /&gt;
|T10||100964071.569&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The belt is very important in reducing the time it takes to refine material. It is &amp;lt;i&amp;gt;much&amp;lt;/i&amp;gt; faster to refine only what is needed to build the next level belt, start a new refine for one tier higher, and repeat, then it is to go straight for T10 ore with a low-level belt.&lt;br /&gt;
&lt;br /&gt;
It takes 5 seconds to refine 1 shard without any belt, skills, or other effects (reduced to 2 seconds if you have the relevant skill). To calculate the total time to refine including all those effects, see https://www.desmos.com/calculator/oaqwluawpe.&lt;br /&gt;
&lt;br /&gt;
==Second Floor==&lt;br /&gt;
&amp;lt;small&amp;gt; Main Article: [[Specializations#Factory:_Crafter_and_Fabricator|Factory Floor 2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Second Floor of the Factory involves mainly using mass to create items, automate crafting, and growing materials from trees.&lt;br /&gt;
&lt;br /&gt;
===Crafter===&lt;br /&gt;
The Crafter is used to scan items and craft scanned items automatically, allowing you to easily craft them.&lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have a certain quantity of it (the items are consumed in the scanning process), and to have all ingredients needed to craft the item already scanned (Ores and rubber are the first items you can scan). Scanning an item will also cost Factory Resources, which varies depending on the tier of the item. The resource cost for each tier is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Resource Cost!!Quantity&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B||100&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T||50&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa||30&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi||25&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx||20&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp||15&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc||10&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No||10&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De||10&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe||5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the crafter will automatically craft all items required to make the requested items, recursively. You can also toggle the crafter to use any relevant items already in your inventory.&lt;br /&gt;
&lt;br /&gt;
===Fabricator===&lt;br /&gt;
The Fabricator is used to create items out of mass. After the second floor is unlocked, all factory items will display their mass. Their mass represents how much mass you gain from dissolving them. Their mass is also directly proportional to the resources used to make them. (With the exception of ore to ingot. Always turn your ores to dust first or don't directly turn ores to ingots, as they will lose 50% of their worth from doing so.)&lt;br /&gt;
&lt;br /&gt;
After you have scanned a item in the crafter, you can dissolve that item for mass. The mass is stored and can be used to fabricate any scanned item. The fabricator also contains an auto-mass producer, which makes mass passively. However, it is slow for how expensive it is. The  fabricator can be upgrade to increase dissolve speed, increase fabricating speed, increase maximum amount of mass, and increase auto-mass production.&lt;br /&gt;
&lt;br /&gt;
===Tree Farm===&lt;br /&gt;
The Tree Farm is used to grow items. The player can plant saplings, which will grow into trees over time. The more time the tree grows, the faster it will produce. Currently, there are only two types of sapling, rubber and void-rock, which produce rubber and void essence respectively.&lt;br /&gt;
&lt;br /&gt;
===Manufacture===&lt;br /&gt;
The manufacture tab is used for boosters. Boosters, as the name implies, boost things, currently there are three things they boost: resource drops, producer production (normal) and wave acceleration. To unlock the recipes to craft boosters you will need to buy the upgrades on the side of the grid, once you get them, go to the recipes tab to craft them. To use the boosters, go to the manufacture tab and place the boosters in the grid. Please note that spreading them out is more efficient because boosters are multiplicative like that. Boosters and materials needed to craft them are not scannable due to balancing. The upgrades you buy are:&lt;br /&gt;
&lt;br /&gt;
1. Unlock tier 1 boosters and 4 grid slots&lt;br /&gt;
&lt;br /&gt;
2. Unlock the dustribute button found below the grid and also unlock 4 more grid slots&lt;br /&gt;
&lt;br /&gt;
3. Unlock tier 2 boosters, rainbow dust, void rock saplings, and 4 further grid slots&lt;br /&gt;
&lt;br /&gt;
4. Unlock tier 3 boosters and 4 final grid slots.&lt;br /&gt;
&lt;br /&gt;
The formula for how much each booster stack boosts go as follows: 1+boostBase+boostDifference(stack size-1)/(1×10&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;-1)&amp;lt;sup&amp;gt;exponent&amp;lt;/sup&amp;gt;. The max boosts for individual stacks are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Acceleration !! Resource drops !! Producer production&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || .01, .01, .05 || .05, 1.95, .2 || .01, .99, .05&lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || .02, .03, .05 || .15, 2.35, .2 || .05, 1.7, .05&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || .05, .05, .05 || .75, 2.25, .2 || .25, 2.75, .05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Machines''' - Increases the production speed of all machines by 50%.&lt;br /&gt;
*'''Full Capacity''' - Increases the resource production by 2% for each unique item type inside the production grid.&lt;br /&gt;
*'''Infinite Rubber''' - Doubles the stock limit of all shop items and halves the refill time. Also the refill time of rubber changes to 0.1 sec. per item.&lt;br /&gt;
*'''Auto-Fill''' - Allows you to automatically fill the contents of the crafting grid with the requirements of the selected recipe.&lt;br /&gt;
*'''More Ores''' - Doubles ore output from shard refining.&lt;br /&gt;
*'''Advanced Refining''' - Reduces the basic refining time per shard from 5 seconds to 2 seconds.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Machine Handling''' ({{Number|5|icon=[[File:Exotic gem.png|20px]]}}) - Allows you to pick up machines from their machine slot via right click and place them back via left click.&lt;br /&gt;
*'''Chemical Lumps''' ({{Number|60|icon=[[File:Exotic gem.png|20px]]}}) - Changes the recipe for ore lumps to only use 4 dust of the previous tier.&lt;br /&gt;
*'''Battle Producers''' ({{Number|25|icon=[[File:Exotic gem.png|20px]]}}) - Increases the production of all producers by 1% for each second that passes during an active tower run. Resets upon quitting or restarting. Does not affect exotic producers.&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>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3461</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3461"/>
		<updated>2024-05-13T15:25:25Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: /* Machines */ formatted table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=10|ConversionRate=150|Image=Factory.png|Color=Red|ColorCode=red}}&lt;br /&gt;
[[File:Red resource.png|left]]&lt;br /&gt;
The '''Factory''' is a building where you make production modules. Production modules produce a specific amount of resources per second.&lt;br /&gt;
&lt;br /&gt;
To craft production modules you need to either purchase your materials or refine and combine your own with machinery.&lt;br /&gt;
&lt;br /&gt;
You need materials from the [[Mine]] in order to refine better materials.&lt;br /&gt;
[[File:Factory2.png|thumb|1. Crafting Grid   2. Inventory  3. Machines 4. Recipes  5. Production  6. Shop  7. Refining]]&lt;br /&gt;
[[File:Items.png|thumb|From left to right: Ingot, Plate, Circuit Plate, Screw/Bolt, Wire, Cable, Metal Bar/Rod, Circuit Wires, Pipe, Ring, Dust.]]&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrades to the factory increases inventory space, crafting grid space, and unlocks new recipes.&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Located on the bottom right. Things you buy and make can be placed here. &lt;br /&gt;
&lt;br /&gt;
Click and drag the items to move them around, and into the crafting grid.&lt;br /&gt;
&lt;br /&gt;
Right click with an empty mouse picks up half of the selected item. Right click with a full mouse places down one of the held items, holding right click with a full mouse and dragging places one item on each empty tile.&lt;br /&gt;
&lt;br /&gt;
Clicking on the trash bin through it will delete the items you are holding.&lt;br /&gt;
&lt;br /&gt;
===Crafting Grid===&lt;br /&gt;
Located on the left of the factory screen&lt;br /&gt;
&lt;br /&gt;
You can display recipes here from the recipes list, items needed are represented by transparent icons, you can fill them in by dragging the items in from your inventory.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
Machines are used to process items into different items, which can find them in the recipe list. &lt;br /&gt;
&lt;br /&gt;
When a machine is producing, right clicking the machine removes one of the items, and shift right clicking removes all items at once from the machine. &lt;br /&gt;
&lt;br /&gt;
Speed is calculated by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Base x 2^(Tier-1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt; being the processing speed of that specific item.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Speed Boost Per Tier&lt;br /&gt;
!Tier&lt;br /&gt;
!Boost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1x&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2x&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4x&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8x&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|16x&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|32x&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|64x&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|128x&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|256x&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|512x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Base times for each recipe&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Machine !! rowspan=&amp;quot;2&amp;quot;|Recipe !! rowspan=&amp;quot;2&amp;quot;|Ingredients !! rowspan=&amp;quot;2&amp;quot;|Outputs !! rowspan=&amp;quot;2&amp;quot;|Base Duration Formula !! colspan=&amp;quot;10&amp;quot;|Base Duration per Tier (t) &lt;br /&gt;
|-&lt;br /&gt;
| T1 || T2 || T3 || T4 || T5 || T6 || T7 || T8 || T9 || T10&lt;br /&gt;
|-&lt;br /&gt;
| Cutter || Screw || Rod || 4 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Crusher || rowspan=&amp;quot;2&amp;quot;|Dust || Ore || 2 || 2t-1 || 1 || 3 || 5 || 7 || 9 || 11 || 13 || 15 || 17 || 19&lt;br /&gt;
|-&lt;br /&gt;
| Ingot || 1 || 0.5t+0.25 || 0.75 || 1.25 || 1.75 || 2.25 || 2.75 || 3.25 || 3.75 || 4.25 || 4.75 || 5.25&lt;br /&gt;
|-&lt;br /&gt;
| Rainbow Dust || Rainbow Ingot || 1 ||  || 150 ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Oven || rowspan=&amp;quot;2&amp;quot;|Ingot || Ore || 1 || 1.25t+0.25 || 1.5 || 2.75 || 4 || 5.25 || 6.5 || 7.75 || 9 || 10.25 || 11.5 || 12.75&lt;br /&gt;
|-&lt;br /&gt;
| Dust || 1 || 1.25t+0.25 || 1.5 || 2.75 || 4 || 5.25 || 6.5 || 7.75 || 9 || 10.25 || 11.5 || 12.75&lt;br /&gt;
|-&lt;br /&gt;
| Rainbow Ingot || Rainbow Dust || 1 ||  || 300 ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot;|Presser || Rubber Plate || Rubber || 1 ||  || 3 ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Plate || Ingot || 1 || t+1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11&lt;br /&gt;
|-&lt;br /&gt;
| Dense Plate || Stacked Plate || 1 || 3t || 3 || 6 || 9 || 12 || 15 || 18 || 21 || 24 || 27 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Rainbow Plate || Rainbow Ingot || 1 ||  || 300 ||  ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Mixer || Dust || Ore Lump || 2 || 2t || 2 || 4 || 6 || 8 || 10 || 12 || 14 || 16 || 18 || &lt;br /&gt;
|-&lt;br /&gt;
| Assembler || Circuit || Cable || 1 || 2.5t+5.5 || 8 || 10.5 || 13 || 15.5 || 18 || 20.5 || 23 || 25.5 || 28 || 30.5&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;|Boiler || Dense Block || Block || 1 || 60t || 60 || 120 || 180 || 240 || 300 || 360 || 420 || 480 || 540 || 600&lt;br /&gt;
|-&lt;br /&gt;
| Dust (Downtier) || Dust || 4 || 3(t+1) || 6 || 9 || 12 || 15 || 18 || 21 || 24 || 27 || 30 || 33&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Shaper || Rod || Ingot || 2 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Ring || Rod || 1 || 1.5(t+1) || 3 || 4.5 || 6 || 7.5 || 9 || 10.5 || 12 || 13.5 || 15 || 16.5&lt;br /&gt;
|-&lt;br /&gt;
| Pipe || Plate || 1 || 5(t+1) || 10 || 15 || 20 || 25 || 30 || 35 || 40 || 45 || 50 || 55&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;|Refinery || Cable || Ingot || 2 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Wire || Cable || 1 || t || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Circuit Plate || Plate || 1 || 3t || 3 || 6 || 9 || 12 || 15 || 18 || 21 || 24 || 27 || 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Oven===&lt;br /&gt;
The oven is used to turn ore and dust into ingots.&lt;br /&gt;
&lt;br /&gt;
Note: It is not advised to turn ore directly into ingots, and instead crush it first into dust as this doubles your ingot output per ore.&lt;br /&gt;
&lt;br /&gt;
===Assembly===&lt;br /&gt;
The assembly is used to turn cables into circuit wires.&lt;br /&gt;
&lt;br /&gt;
===Refiner===&lt;br /&gt;
The refiner is used to turn ingots into cables, cables into wires, and plates into circuit plates.&lt;br /&gt;
&lt;br /&gt;
===Crusher===&lt;br /&gt;
The crusher is used to turn ingots and ore into dust.&lt;br /&gt;
&lt;br /&gt;
===Cutter===&lt;br /&gt;
The cutter is used to turn metal rods into bolts.&lt;br /&gt;
&lt;br /&gt;
===Presser===&lt;br /&gt;
The presser is used to turn rubber balls and ingots into plates, and stacked plates into dense plates.&lt;br /&gt;
&lt;br /&gt;
===Mixer===&lt;br /&gt;
The mixer is used to turn ore lumps into dust.&lt;br /&gt;
&lt;br /&gt;
This allows you to combine lower tier dusts into a higher tier at a 1:8 ratio, or at a 1:4 ratio if the player has the Chemical Lumps [[Exotic Skills|Exotic Skill]].&lt;br /&gt;
&lt;br /&gt;
===Belt===&lt;br /&gt;
Belts do not make any items, instead they double your shard refining speed.&lt;br /&gt;
&lt;br /&gt;
===Shaper===&lt;br /&gt;
The shaper turns ingots into metal rods, metal rods into nuts, and plates into pipes.&lt;br /&gt;
&lt;br /&gt;
===Boiler===&lt;br /&gt;
The boiler turns blocks into dense blocks, and can also revert dust into a previous tier at a 1:4 ratio.&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
The recipe tab is where you find all the machines, producers, and items you can't make with machines.&lt;br /&gt;
&lt;br /&gt;
Clicking the cross-hair icon of a recipe adds transparent items onto the crafting grid as a guide for you to fill out, or press the auto-fill button to have it put the materials in for you.&lt;br /&gt;
&lt;br /&gt;
==Producers==&lt;br /&gt;
The producer tab is where you install your producers. &lt;br /&gt;
&lt;br /&gt;
Producers make various resources at a specific rate, and will keep producing even while offline. Producer income is multiplied by both with [[Trading Post]] bonus &amp;quot;Production Bonus Resources&amp;quot; and by the [[Power Plant]] Factory boost. The former will be factored in to the rate shown in the tab, but the latter will not, since it speeds up time itself.&lt;br /&gt;
&lt;br /&gt;
Producers are a valuable source of resources throughout the game.&lt;br /&gt;
&lt;br /&gt;
All of the following values are in resources/sec.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Type!!T1 [[File:Producer T1.png|frameless]]   !!T2 [[File:Producer T2.png|frameless]]   !!T3 [[File:Producer T3.png|frameless]]   !!T4 [[File:Producer T4.png|frameless]]!!T5 [[File:Producer T5.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:White resource.png|40px|link=Town|Town resource]] [[Town]]&lt;br /&gt;
|0.25&lt;br /&gt;
|150&lt;br /&gt;
|3e5&lt;br /&gt;
|2.5e12&lt;br /&gt;
|1e20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yellow resource.png|40px|link=Power Plant|Power Plant resource]] [[Power Plant]]&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |0.02&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |10&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |2.75e4&lt;br /&gt;
|1.5625e10&lt;br /&gt;
|1.25e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orange resource.png|40px|link=Mine|Mine resource]] [[Mine]]&lt;br /&gt;
|1.04167e11&lt;br /&gt;
|8.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Red resource.png|40px|link=Factory|Factory resource]] [[Factory]]&lt;br /&gt;
|8.3333e10&lt;br /&gt;
|6.6667e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Purple resource.png|40px|link=Headquarters|Headquarters resource]] [[Headquarters]]&lt;br /&gt;
|1.6667e10&lt;br /&gt;
|1.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pink resource.png|40px|link=Resources|Arcade resource]] [[Arcade]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Green resource.png|40px|link=Resources|Laboratory resource]] [[Laboratory]]&lt;br /&gt;
|3.125e10&lt;br /&gt;
|2.5e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cyan resource.png|40px|link=Shipyard|Shipyard resource]] [[Shipyard]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lightblue resource.png|40px|link=Trading Post|Trading Post resource]] [[Trading Post]]&lt;br /&gt;
|2.0833e9&lt;br /&gt;
|1.6667e17&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blue resource.png|40px|link=Workshop|Workshop resource]] [[Workshop]]&lt;br /&gt;
|2.5e11&lt;br /&gt;
|2e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grey resource.png|40px|link=Museum|Museum resource]] [[Museum]]&lt;br /&gt;
|2.8333e8&lt;br /&gt;
|2.2222e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brown resource.png|40px|link=Construction Firm|Construction Firm resource]] [[Construction Firm]]&lt;br /&gt;
|2.0833e11&lt;br /&gt;
|1.6667e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Black resource.png|40px|link=Statue of Cubos|Statue of Cubos resource]] [[Statue of Cubos]]&lt;br /&gt;
|5e7&lt;br /&gt;
|4e15&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gem.png|40px|link=Gems|Gems]] [[Gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |1000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Exotic gem.png|40px|link=Exotic gems|Exotic gems]] [[Exotic gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |0.001&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
The shop is where you can buy materials and items with red cubes, without having to make them.&lt;br /&gt;
&lt;br /&gt;
The items in the shop however have a stock limit, that replenishes over time when not capped. Shift clicking buys five at a time, and right clicking buys the entire stock at once.&lt;br /&gt;
&lt;br /&gt;
==Refining==&lt;br /&gt;
[[File:Factory Refining Efficiency.png|thumb|Chart showing the gains in efficiency as you refine more shards, particularly at Tier breakpoints.]]&lt;br /&gt;
&lt;br /&gt;
The refining tab is where you refine shards dug up from [[Mine|the mine]] into ores. To refine, you must select which shards will participate (generally, you want all of them) and their proportion (equal splits equally, while relative splits according to how many shards you have).&lt;br /&gt;
&lt;br /&gt;
This allows you to get higher tier items than can be found in the shop. In order to refine a particular tier of ore, you must refine with &amp;lt;b&amp;gt;at least&amp;lt;/b&amp;gt; that many different shard types, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; the total size of the refine must exceed a certain &amp;quot;breakpoint&amp;quot; threshold. It is generally suggested to not refine larger than the threshold for a given tier, because it just wastes time and shards (see chart). The breakpoints are as follows (round up to the nearest integer, the fractions are for data completeness):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Size&lt;br /&gt;
|-&lt;br /&gt;
|T1||12.5&lt;br /&gt;
|-&lt;br /&gt;
|T2||164.157987753&lt;br /&gt;
|-&lt;br /&gt;
|T3||981.805656071&lt;br /&gt;
|-&lt;br /&gt;
|T4||5223.76200109&lt;br /&gt;
|-&lt;br /&gt;
|T5||26919.6914918&lt;br /&gt;
|-&lt;br /&gt;
|T6||137812.5&lt;br /&gt;
|-&lt;br /&gt;
|T7||707792.640311&lt;br /&gt;
|-&lt;br /&gt;
|T8||3662530.24793&lt;br /&gt;
|-&lt;br /&gt;
|T9||19131554.9974&lt;br /&gt;
|-&lt;br /&gt;
|T10||100964071.569&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The belt is very important in reducing the time it takes to refine material. It is &amp;lt;i&amp;gt;much&amp;lt;/i&amp;gt; faster to refine only what is needed to build the next level belt, start a new refine for one tier higher, and repeat, then it is to go straight for T10 ore with a low-level belt.&lt;br /&gt;
&lt;br /&gt;
It takes 5 seconds to refine 1 shard without any belt, skills, or other effects (reduced to 2 seconds if you have the relevant skill). To calculate the total time to refine including all those effects, see https://www.desmos.com/calculator/oaqwluawpe.&lt;br /&gt;
&lt;br /&gt;
==Second Floor==&lt;br /&gt;
&amp;lt;small&amp;gt; Main Article: [[Specializations#Factory:_Crafter_and_Fabricator|Factory Floor 2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Second Floor of the Factory involves mainly using mass to create items, automate crafting, and growing materials from trees.&lt;br /&gt;
&lt;br /&gt;
===Crafter===&lt;br /&gt;
The Crafter is used to scan items and craft scanned items automatically, allowing you to easily craft them.&lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have a certain quantity of it (the items are consumed in the scanning process), and to have all ingredients needed to craft the item already scanned (Ores and rubber are the first items you can scan). Scanning an item will also cost Factory Resources, which varies depending on the tier of the item. The resource cost for each tier is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Resource Cost!!Quantity&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B||100&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T||50&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa||30&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi||25&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx||20&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp||15&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc||10&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No||10&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De||10&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe||5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the crafter will automatically craft all items required to make the requested items, recursively. You can also toggle the crafter to use any relevant items already in your inventory.&lt;br /&gt;
&lt;br /&gt;
===Fabricator===&lt;br /&gt;
The Fabricator is used to create items out of mass. After the second floor is unlocked, all factory items will display their mass. Their mass represents how much mass you gain from dissolving them. Their mass is also directly proportional to the resources used to make them. (With the exception of ore to ingot. Always turn your ores to dust first or don't directly turn ores to ingots, as they will lose 50% of their worth from doing so.)&lt;br /&gt;
&lt;br /&gt;
After you have scanned a item in the crafter, you can dissolve that item for mass. The mass is stored and can be used to fabricate any scanned item. The fabricator also contains an auto-mass producer, which makes mass passively. However, it is slow for how expensive it is. The  fabricator can be upgrade to increase dissolve speed, increase fabricating speed, increase maximum amount of mass, and increase auto-mass production.&lt;br /&gt;
&lt;br /&gt;
===Tree Farm===&lt;br /&gt;
The Tree Farm is used to grow items. The player can plant saplings, which will grow into trees over time. The more time the tree grows, the faster it will produce. Currently, there are only two types of sapling, rubber and void-rock, which produce rubber and void essence respectively.&lt;br /&gt;
&lt;br /&gt;
===Manufacture===&lt;br /&gt;
The manufacture tab is used for boosters. Boosters, as the name implies, boost things, currently there are three things they boost: resource drops, producer production (normal) and wave acceleration. To unlock the recipes to craft boosters you will need to buy the upgrades on the side of the grid, once you get them, go to the recipes tab to craft them. To use the boosters, go to the manufacture tab and place the boosters in the grid. Please note that spreading them out is more efficient because boosters are multiplicative like that. Boosters and materials needed to craft them are not scannable due to balancing. The upgrades you buy are:&lt;br /&gt;
&lt;br /&gt;
1. Unlock tier 1 boosters and 4 grid slots&lt;br /&gt;
&lt;br /&gt;
2. Unlock the dustribute button found below the grid and also unlock 4 more grid slots&lt;br /&gt;
&lt;br /&gt;
3. Unlock tier 2 boosters, rainbow dust, void rock saplings, and 4 further grid slots&lt;br /&gt;
&lt;br /&gt;
4. Unlock tier 3 boosters and 4 final grid slots.&lt;br /&gt;
&lt;br /&gt;
The formula for how much each booster stack boosts go as follows: 1+boostBase+boostDifference(stack size-1)/(1×10&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;-1)&amp;lt;sup&amp;gt;exponent&amp;lt;/sup&amp;gt;. The max boosts for individual stacks are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! Acceleration !! Resource drops !! Producer production&lt;br /&gt;
|-&lt;br /&gt;
| Tier 1 || .01, .01, .05 || .05, 1.95, .2 || .01, .99, .05&lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || .02, .03, .05 || .15, 2.35, .2 || .05, 1.7, .05&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || .05, .05, .05 || .75, 2.25, .2 || .25, 2.75, .05&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Machines''' - Increases the production speed of all machines by 50%.&lt;br /&gt;
*'''Full Capacity''' - Increases the resource production by 2% for each unique item type inside the production grid.&lt;br /&gt;
*'''Infinite Rubber''' - Doubles the stock limit of all shop items and halves the refill time. Also the refill time of rubber changes to 0.1 sec. per item.&lt;br /&gt;
*'''Auto-Fill''' - Allows you to automatically fill the contents of the crafting grid with the requirements of the selected recipe.&lt;br /&gt;
*'''More Ores''' - Doubles ore output from shard refining.&lt;br /&gt;
*'''Advanced Refining''' - Reduces the basic refining time per shard from 5 seconds to 2 seconds.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Machine Handling''' ({{Number|5|icon=[[File:Exotic gem.png|20px]]}}) - Allows you to pick up machines from their machine slot via right click and place them back via left click.&lt;br /&gt;
*'''Chemical Lumps''' ({{Number|60|icon=[[File:Exotic gem.png|20px]]}}) - Changes the recipe for ore lumps to only use 4 dust of the previous tier.&lt;br /&gt;
*'''Battle Producers''' ({{Number|25|icon=[[File:Exotic gem.png|20px]]}}) - Increases the production of all producers by 1% for each second that passes during an active tower run. Resets upon quitting or restarting. Does not affect exotic producers.&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>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3246</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3246"/>
		<updated>2023-11-05T14:52:56Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: added TowerTesting_Bumps.png to test a small bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(1.55e+81)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''361''' modules available to unlock.&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|right|Icon Art of all modules unlockable from Regions in Tower Testing ]]&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, Special, or Legendary.&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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find, though Legendary modules do not count towards Museum statictics and achievements.&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;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the towers attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by (80-10*min(tier,5))%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&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;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''&lt;br /&gt;
|250||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''&lt;br /&gt;
|10|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''&lt;br /&gt;
|250|| ||[[Experiment: Exotic]]||1000 Fabric of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
|COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for a certain amount of time. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by a certain % for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''&lt;br /&gt;
|10||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''&lt;br /&gt;
|30|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''&lt;br /&gt;
|5||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winters Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''&lt;br /&gt;
|100|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''&lt;br /&gt;
|1|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from neutral to air and therefore applies all default strengths and weaknesses of air 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: 4&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''&lt;br /&gt;
|250||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. hp of an enemy upon contact. Goats might jump over enemies without touching them!&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''&lt;br /&gt;
|250|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''&lt;br /&gt;
|100|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''&lt;br /&gt;
|250||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''&lt;br /&gt;
|250||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature. Type priority: 5&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''&lt;br /&gt;
|250|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''&lt;br /&gt;
|1|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all defaul strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others. Type Priority: 8&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''&lt;br /&gt;
|250|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''&lt;br /&gt;
|250|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''&lt;br /&gt;
|250|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|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 mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;. ''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||?%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack all units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided for each module inside your blueprint other than itself. Multiplier cannot go below 1.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''&lt;br /&gt;
|5|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|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; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#009eff;&amp;quot;|2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#009eff;&amp;quot;|3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot;|4|| ||&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot;|6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|7||&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|8||&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot;|'''13'''&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot;|18&lt;br /&gt;
|style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot;|19||&lt;br /&gt;
|style=&amp;quot;color:black; background-color:#fcff00;&amp;quot;|20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || ||&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#009eff;&amp;quot;|21&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|22&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || ||&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#ec0800;&amp;quot;|24&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot;|25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#009eff;&amp;quot;|26&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#009eff;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot;|28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||3&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||28&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of Infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag.&lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.29.0, there are '''9''' 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;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|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 [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era 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 {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:TowerTesting_Bumps.png&amp;diff=3245</id>
		<title>File:TowerTesting Bumps.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:TowerTesting_Bumps.png&amp;diff=3245"/>
		<updated>2023-11-05T14:41:12Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: Modules from Tower Testing, with icon renditions from Bumpusm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Modules from Tower Testing, with icon renditions from Bumpusm&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3169</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3169"/>
		<updated>2023-09-28T16:04:27Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: /* ??? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(1.55e+81)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''357''' 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, Special, or Legendary. &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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find, though Legendary modules do not count towards Museum statictics and achievements.&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 mw-collapsible&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by (80-10*min(tier,5))%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;||Passively multiplies Fire armor. Provides a chance to change the element of an attacker to fire and stun them in the process for 5 seconds.&lt;br /&gt;
|Fire||COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;⌊([tier]-1/4)⌋+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||1 Image||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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||3 Images||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||5 Images||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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun||Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|Fire||ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher||Increases the radius of all aura modules for a certain amount of time. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
| ||ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon||Reduces the energy cost of active offensive and defensive modules by a certain % for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones||Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
| ||BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun||Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon||Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
| ||COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''&lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion||Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||Challenge Completion||Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||Challenge Completion||Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||Challenge Completion||Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||Challenge Completion||Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion||Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||Challenge Completion||Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winters Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||Challenge Completion||Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
| ||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion||Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
| ||DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||Challenge Completion||Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
| ||ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||Challenge Completion||Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
| ||NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion||Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
| ||STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||Challenge Completion||Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
|Fire||ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion||Provides a chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire.&lt;br /&gt;
|Fire||DEBUFF DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion||Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a chance to miss when attacking.&lt;br /&gt;
| ||ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion||Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''&lt;br /&gt;
|100|| ||Challenge: 6-2||Challenge Completion||Reduces the attack range of nearby enemies.&lt;br /&gt;
| ||ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''&lt;br /&gt;
|1|| ||Challenge: 6-4||Challenge Completion||Changes the base type of the tower from neutral to air and therefore applies all default strengths and weaknesses of air 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: 4&lt;br /&gt;
|Air||ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''&lt;br /&gt;
|250||Yes||Challenge: 6-5||Challenge Completion||Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. hp of an enemy upon contact. Goats might jump over enemies without touching them!&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''&lt;br /&gt;
|250|| ||Challenge: 6-6||Challenge Completion||Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
| ||AOE SPELLS&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''&lt;br /&gt;
|100|| ||Challenge: 7-2||Challenge Completion||Reduces the maximum hitpoints and attack damage of nearby enemies.&lt;br /&gt;
| || ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''&lt;br /&gt;
|250||Yes||Challenge: 7-4||Challenge Completion||Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
| || ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''&lt;br /&gt;
|250||Yes||Challenge: 7-5||Challenge Completion||Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature. Type priority: 5&lt;br /&gt;
|Nature|| ACTIVE INSTANT COOLDOWN BUFF NATURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''&lt;br /&gt;
|250|| ||Challenge: 7-6||Challenge Completion||Reduces the energy cost of active Defensive modules.&lt;br /&gt;
| || ENERGY COST DEFENSIVE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''&lt;br /&gt;
|1|| ||Challenge: 8-4||Challenge Completion||Changes the base type of the tower from Neutral to Electricity and therefore applies all defaul strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others. Type Priority: 8&lt;br /&gt;
|Electricity|| ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 mw-collapsible&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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Fire||5%||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%||Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;. ''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
| ||ACTIVE INSTANT BUFF AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|[[Modules#Era|ERA Experiment]]: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||?%||This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
| ||TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;||Multiplies outgoing projectile damage of any type by a constant factor that gets divided for each module inside your blueprint other than itself. Multiplier cannot go below 1.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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 mw-collapsible&amp;quot; &lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''||Yes||1||{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
&lt;br /&gt;
||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''|| ||2||{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
&lt;br /&gt;
||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''|| ||3||{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''|| ||4||{{Fragment|Defensive}} 500000||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''|| ||7||{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''|| ||10||{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
&lt;br /&gt;
||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''|| ||11||{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''|| ||8||{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
&lt;br /&gt;
||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''|| ||12||{{Fragment|Defensive}} 50||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''|| ||9||{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
&lt;br /&gt;
||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''|| ||6||{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
&lt;br /&gt;
||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''|| ||5||{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''|| ||15||{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''|| ||17||{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
&lt;br /&gt;
||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''|| ||16||{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''|| ||20||{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
&lt;br /&gt;
||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''|| ||23||{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
&lt;br /&gt;
||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''|| ||22||{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''|| ||21||{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
&lt;br /&gt;
||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''|| ||24||{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
&lt;br /&gt;
||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''|| ||25||{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
&lt;br /&gt;
||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''|| ||26||{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
&lt;br /&gt;
||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''|| ||27||{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''||Yes||28||{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
&lt;br /&gt;
||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''|| ||18||{{Fragment|Utility}} 300||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''|| ||19||{{Fragment|Defensive}} 125 &lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
&lt;br /&gt;
||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.29.0, there are '''9''' 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;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, 1/400 drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;Have Kat's Eye &amp;lt;br/&amp;gt;Have a Blueprint with 5 modules or less &amp;lt;br/&amp;gt;Survive for 10 in-game minutes &amp;lt;br/&amp;gt;Start in ERA or higher&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:Volcano.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Challenge_Mode&amp;diff=3151</id>
		<title>Challenge Mode</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Challenge_Mode&amp;diff=3151"/>
		<updated>2023-09-22T14:00:49Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: fixed neutral response being the wrong type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Challenge Mode is a gauntlet of scenarios (12 per region, totaling to 180 once all regions get challenges) in which you make a blueprint that adheres to special rules (varies between challenges) to defeat waves upon waves upon enemies. Successful completion of a challenge will give you a reward which may come as a module or something that would help influence gameplay.&lt;br /&gt;
&lt;br /&gt;
There are 2 modes to challenges: &amp;lt;span style=&amp;quot;display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: grey; color: white;&amp;quot;&amp;gt;[[File:Difficulty icon.png|20px|Normal Mode]] '''NORMAL MODE'''&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;display: inline-block; border-style: solid; padding: 5px 10px 5px; background-color: red; color: white;&amp;quot;&amp;gt;[[File:Difficulty icon.png|20px|Hard Mode]] '''HARD MODE'''&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Hard Mode imposes extra restrictions to increase the difficulty on top of the restrictions from Normal Mode, such as:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All challenges have double the required amount of waves needed for completion.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;All challenges disable Town-related bonuses from various sources (Museum, Arcade, Shipyard, etc.).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''UPDATE: Page needs to include Hard Mode Challenges''' https://github.com/Blueturbo47/bluecats-PerfectTower2-comp./blob/main/Challenges/Hardmode/Pre%20Era/README.md&lt;br /&gt;
&lt;br /&gt;
'''Note: If the solutions on this page do not work for you, your Laboratory and Museum powerstone Boosts may not be sufficient.'''&lt;br /&gt;
&lt;br /&gt;
 If you have alternate solutions to Challenges that are not here, please use the [[Talk:Challenge_Mode|Discussion]] page or create another solution box instead of editing an existing solution with your own solution.&lt;br /&gt;
&lt;br /&gt;
=Forest Challenges (Region 1):=&lt;br /&gt;
&lt;br /&gt;
==Level #1==&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ A Symphony Of Water And Fire.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 111&lt;br /&gt;
| {{Element|Fire}} {{Element|Water}}&lt;br /&gt;
| [[File:Tank.png|40px|Tank]]&lt;br /&gt;
|&lt;br /&gt;
* Max. 7 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Modules have to be maxed T1 or above&lt;br /&gt;
* Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
* None&lt;br /&gt;
| {{Module|Offensive|size=30px}} '''Phoenix Bounce'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Rm9yZXN0IENoYWxsZW5nZSAxO2ZvdW5kYXRpb24uc3RvbmU7cmVnZW5lcmF0aW9uLmJhc2ljO2F0dGFjay5iYXNpYzthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNl&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Basic Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Stone Foundation&lt;br /&gt;
**Basic Regeneration&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y2hhbGw7Zm91bmRhdGlvbi5kaWFtb25kO3NoZWxsLmZpcmU7c2hlbGwud2F0ZXI7c2hpZWxkLmJhc2ljO2JhcnJpZXIuZWxlY3RyaWNpdHk7YmFycmllci53YXRlcjtyZXNpc3RhbmNlLmVsZW1lbnRhbA==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Fire Shell&lt;br /&gt;
**Water Shell&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Electricity Barrier&lt;br /&gt;
**Water Barrier&lt;br /&gt;
**Elemental Resistance&lt;br /&gt;
&lt;br /&gt;
Notes: Auto Skip, Wave Streaming and Wave Surge Software from inside the Headquarters are important (although not necessary) to make this much faster and to keep the Shell Modules from reseting&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ The Dirt Is Alive. Can You Overcome 325 Waves Of Angry, Tanky and Bossy Earth Elementals?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 325 &lt;br /&gt;
| {{Element|Earth}} &lt;br /&gt;
| [[File:Tank.png|40px|Tank]] [[File:Boss.png|40px|Boss]]&lt;br /&gt;
|&lt;br /&gt;
* Max. 5 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
* None&lt;br /&gt;
| +5% Resource Drops per Completed Challenge &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode (Credits to @Tortoise Box#9049)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlXzI7YXVyYS5oZWFydHN0b3BwZXI7c2hlbGwuZWFydGg7YmFycmllci5uYXR1cmU7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYw==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
**Earth Shell&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Basic Shield&lt;br /&gt;
&lt;br /&gt;
Notes: Diamond Foundation and Earth Shell (Guarantees survival), Basic Shield, Nature Barrier (One hit KO all enemies), and Heartstopper Aura (If you don't have Nature Barrier and import this blueprint, it will still work because of Heartstopper Aura - it just will take longer). You can switch out Diamond Foundation Granite Foundation (Possibly other ones as well but haven't tested). Adding more software will probably make the run even faster.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Y2hhbGw7YXR0YWNrLmNvbWJ1c3Rpb247c2hlbGwuZWFydGg7Zm91bmRhdGlvbi5kaWFtb25kO3NoaWVsZC5iYXNpYztiYXJyaWVyLm5hdHVyZQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Combustion&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Earth Shell&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
&lt;br /&gt;
Notes: Auto Skip, Wave Streaming and Wave Surge are '''necessary''' to stack up max ammount of enemies on top of each other for massive dmg from Combustion, otherwise use Heartstoper Aura or Unholy Aura although it will take much longer.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Nature Strikes Back. Make Sure To Hold Back The Incoming Waves Of Archers And Assassins.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 500 &lt;br /&gt;
| {{Element|Nature}} &lt;br /&gt;
| [[File:Archer.png|40px|Archer]] [[File:Assasin.png|40px|Assasin]]&lt;br /&gt;
|&lt;br /&gt;
* Max. 5 {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* No {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T3 or above&lt;br /&gt;
* Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
* None&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Stab Prevention'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode (credits to @Coffee#5926)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlIDM7YmFycmllci5maXJlO3NoZWxsLm5hdHVyZTtmb3VuZGF0aW9uLmRpYW1vbmQ7c2hpZWxkLmJhc2lj&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Fire Barrier&lt;br /&gt;
**Nature Shell&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Basic Shield&lt;br /&gt;
&lt;br /&gt;
Notes: This is just a modified version of @Tortoise Box 's script for challenge 2 but remade against nature enemies. It takes a bit of time but gets the job done. Unlike in challenge 2 the diamond foundation is actually required here unless you've spent a lot of time in the museum and in the fire and nature experiments.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode (credits to @Eternal663)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
YzEtMzthdXJhLmhlYXJ0c3RvcHBlcjtmb3VuZGF0aW9uLmRpYW1vbmQ7Zm91bmRhdGlvbi5ncmFuaXRlO3NoZWxsLm5hdHVyZTthdXJhLnVuaG9seQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
(Outdated, just leaving here so sometime else can fix it-- Yoshi128986#6141)&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Nature Shell&lt;br /&gt;
**Flame Barrier&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Magma Foundation&lt;br /&gt;
&lt;br /&gt;
Notes: This is a modified version of @Coffee#5926 solution for normal mode, Magma Foundation was added to multiply Flame Barrier dmg. This will take a while. I recommend using Auto Skip, Wave Streaming and Wave Surge, even having them constantly active your shield points shouldnt drop bellow 30% so dont worry about dying. (Outdated, just leaving here so sometime else can fix it-- Yoshi128986#6141)&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Rage Of The Forest. A Combination Of Various Elemental Types Try To Break Your Glass Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 50&lt;br /&gt;
| {{Element|Neutral}} {{Element|Fire}} {{Element|Water}} {{Element|Nature}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 5 {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* No {{Module|Defensive|size=30px}}&lt;br /&gt;
* Modules have to be maxed T4 or above&lt;br /&gt;
* Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
* None&lt;br /&gt;
| {{Module|Offensive|size=30px}} '''Planned Strike'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode (credits to @DeserveVictory#3600)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Rm9yZXN0IENoYWxsZW5nZSAjNDthdHRhY2suc3BlZWQ7YXR0YWNrLm11bHRpc2hvdDthdHRhY2suYm91bmNlO3NoYXJkcy5pY2U7YXR0YWNrLnNwYXJr&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
**Ice Shards&lt;br /&gt;
**Sparks&lt;br /&gt;
&lt;br /&gt;
Notes: Was trivially easy. I have +145.2% to all 8 elements from my Museum. You may have to disable wave streaming&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Are The Neutrals Evolving?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 20&lt;br /&gt;
| {{Element|Neutral}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
* Neutral enemies are IMMUNE to anything except universal&lt;br /&gt;
* Universal damage can ONLY damage neutral enemies&lt;br /&gt;
* Tower element type is considered universal instead of neutral&lt;br /&gt;
| {{Module|Special|size=30px}} '''Universal'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode (credits to @Traxaner#3385)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 QzU7YXR0YWNrLnVuaXZlcnNhbDtmb2N1cy51bml2ZXJzYWw7Zm91bmRhdGlvbi5kaWFtb25kO2F1cmEuaGVhcnRzdG9wcGVyO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9u&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Universal Attack&lt;br /&gt;
**Universal Focus&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
&lt;br /&gt;
Notes: Used with 250% universal museum powerstone boost&lt;br /&gt;
&lt;br /&gt;
Forest Gift or Checkerboard Aura should be strictly better than Energy Regeneration as Universal Focus shouldn't need to be used more than 6 times, and Energy starts off with max energy(40000)&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode (credits to @Bickerll)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 aGFyZCBjaGFsbGVuZ2UgNTtlbmVyZ3kuYmFzaWM7ZW5lcmd5LnJlY3ljbGluZztmb3VuZGF0aW9uLmRpYW1vbmQ7YXVyYS5oZWFydHN0b3BwZXI7Zm91bmRhdGlvbi5tYXJibGU7c3BlbGwudm9pZA==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
**Heartstopper Aura&lt;br /&gt;
**Marble Foundation&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Recycling&lt;br /&gt;
&lt;br /&gt;
*Ultimate Module:&lt;br /&gt;
**Void&lt;br /&gt;
&lt;br /&gt;
Notes: Wave Endurance and previous software are necessary. Use void after the end of wave 11.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Piercing &amp;quot;Arrows&amp;quot;. Only Waves Full Of Archers Are Now Trying To Tear Down Your Tower. &lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 60&lt;br /&gt;
| {{Element|Nature}} {{Element|Earth}} &lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
* Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
* Enemies have only 1% of their original health&lt;br /&gt;
* Enemy damage is multiplied by 10&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Forest Gift'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode (credits to @MasonTheDuke#8227 and Kotton#2664)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 Q2hhbGxlbmdlIDY7c2hpZWxkLnVuaXZlcnNhbDthdHRhY2submF0dXJlc3RvdWNoO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLnNwZWVkO2F0dGFjay5maXJlO2F1cmEudW5ob2x5O3JlZ2VuZXJhdGlvbi5yZWxhdGl2ZTtmb3VuZGF0aW9uLmRpYW1vbmQ7Zm91bmRhdGlvbi5tYWdtYQ==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Multishot&lt;br /&gt;
**Nature Attack&lt;br /&gt;
**Fire Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Shield of Frost&lt;br /&gt;
**Unholy Aura&lt;br /&gt;
**Frost Aura&lt;br /&gt;
**Daigoparry&lt;br /&gt;
&lt;br /&gt;
*Ultimate Module:&lt;br /&gt;
**Universal Shield&lt;br /&gt;
&lt;br /&gt;
Note: I had about 400% in fire and nature in the museum. You may need more or less depending on other factors.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Desert Challenges (Region 2):=&lt;br /&gt;
&lt;br /&gt;
==Level #1:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ The Wizards Of Light Blend In With The Scenery.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 250&lt;br /&gt;
| {{Element|Light}} &lt;br /&gt;
| [[File:Wizard.png|40px|Wizard]]&lt;br /&gt;
|&lt;br /&gt;
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Modules have to be maxed T1 or above&lt;br /&gt;
* Modules will be set to T1&lt;br /&gt;
|&lt;br /&gt;
* Modules start at '''level 0'''&lt;br /&gt;
* Utility modules keep their original tier and level&lt;br /&gt;
* Enemies don't drop '''XP'''&lt;br /&gt;
* Gems cannot be used to upgrade modules&lt;br /&gt;
| +1 [[File:Exotic gem.png|frameless|25x25px]] per completed challenge. (Applied retroactively)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode (credits to BöshiBöshi (@Yoshi128986#6141))&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMTtmb3VuZGF0aW9uLmdyYW5pdGU7c2hlbGwubGlnaHQ7Zm91bmRhdGlvbi5kaWFtb25kO3JlZ2VuZXJhdGlvbi5yZWxhdGl2ZTtzcGVsbC5kZXNwZXJhZG87Ym9udXMub2ZmZW5zaXZlO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO2JvbnVzLmRlZmVuc2l2ZTtlbmVyZ3kuZmxvdw==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Desperado&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Light Shell&lt;br /&gt;
**Granite Foundation&lt;br /&gt;
**Adaptive Regeneration&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
&lt;br /&gt;
*Utility Module:&lt;br /&gt;
**Offensive Pack&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
**Defensive Pack&lt;br /&gt;
**Energy Flow&lt;br /&gt;
&lt;br /&gt;
Notes: Upgrade your utility modules to T5 to be less dependent on RNG. Keep spamming desperado through out. It will take a while.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Sandstorm From The Root.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 175&lt;br /&gt;
| {{Element|Nature}} {{Element|Air}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 8 {{Module|Offensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* No {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
* None&lt;br /&gt;
| {{Module|Utility|size=30px}} '''Energy Flow'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMjthdHRhY2suZGFya25lc3M7YXR0YWNrLmZpcmVicmVhdGg7c291bC5oYXJ2ZXN0aW5nO2F0dGFjay5zcGVlZDthdHRhY2subXVsdGlzaG90O2F0dGFjay5jb21idXN0aW9uO2F0dGFjay5ib3VuY2U7YnVyc3QuZGFya25lc3M=&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Darkness Attack&lt;br /&gt;
**Fire Breath&lt;br /&gt;
**Soul Harvesting&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Combustion&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
**Darkness Burst&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Assassins Don't Like Sand. They Are Not The Only Type Of Enemy You Will Face Between The Dunes ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 300&lt;br /&gt;
| {{Element|Electricity}} &lt;br /&gt;
| [[File:Assassin.png|40px|Assassin]]  [[File:Boss.png|40px|Boss]]&lt;br /&gt;
|&lt;br /&gt;
* Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
* No {{Module|Ultimate|size=30px}} &lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
* None&lt;br /&gt;
| {{Module|Offensive|size=30px}} '''Headhunting'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode (credits to @V̷̾̕ó̴͗i̸͊̽ḑ̴͋Cannon#4271)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
 RGVzZXJ0IENoYWwgMztzaGVsbC5lbGVjdHJpY2l0eTtmb3VuZGF0aW9uLnN0b25lO2F0dGFjay5tdWx0aXNob3Q7YXR0YWNrLnNwZWVkO2F0dGFjay5ib3VuY2U7YXR0YWNrLmVhcnRo&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Module:&lt;br /&gt;
**Earth Attack&lt;br /&gt;
**Attack Speed&lt;br /&gt;
**Multishot&lt;br /&gt;
**Basic Bouncing&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Electricity Shell&lt;br /&gt;
**Stone Foundation&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ What Do You Get When You Combine Two Bosses And Three Tanks? That's Right. A Half-buried Camel In The Sand.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 400&lt;br /&gt;
| {{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
| [[File:Tank.png|40px|Tank]] and [[File:Boss.png|40px|Boss]]&lt;br /&gt;
|&lt;br /&gt;
* Max. 6 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Modules have to be maxed T3 or above&lt;br /&gt;
* Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
* None&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Advanced Heal'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RGVzZXJ0IENoYWxsZW5nZSA0O2dpZnQuZm9yZXN0O2JhcnJpZXIuYWlyO2JhcnJpZXIud2F0ZXI7YmFycmllci5uYXR1cmU7c2hpZWxkLmJhc2ljO2ZvdW5kYXRpb24uZGlhbW9uZA==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Defensive Module:&lt;br /&gt;
**Forest Gift&lt;br /&gt;
**Air Barrier&lt;br /&gt;
**Water Barrier&lt;br /&gt;
**Nature Barrier&lt;br /&gt;
**Basic Shield&lt;br /&gt;
**Diamond Foundation&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ A Storm Of Spells And Arrows Is Approaching, Stay Firm And You Will Unlock The Secret Power Of The Desert. &lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 150&lt;br /&gt;
| {{Element|Neutral}} {{Element|Fire}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Max. 2 {{Module|Defensive|size=30px}}&lt;br /&gt;
* Max. 2 {{Module|Utility|size=30px}}&lt;br /&gt;
* Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T4 or above&lt;br /&gt;
* Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
* None&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Sandstorm'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Import Code:'''&lt;br /&gt;
RGVzZXJ0IENoYWxsZW5nZSA1O3NwZWxsLmZpcmVzdG9ybTtzcGVsbC5saWZlbGVlY2g7Zm91bmRhdGlvbi5ncmFuaXRlO3NoZWxsLmFpcjtlbmVyZ3kuYmFzaWM7ZW5lcmd5LnJlZ2VuZXJhdGlvbg==&lt;br /&gt;
'''Modules:'''&lt;br /&gt;
&lt;br /&gt;
*Offensive Modules:&lt;br /&gt;
**FireStorm&lt;br /&gt;
**Lifeleech&lt;br /&gt;
&lt;br /&gt;
*Defensive Modules:&lt;br /&gt;
**Granite Foundation&lt;br /&gt;
**Air Shell&lt;br /&gt;
&lt;br /&gt;
*Utility Modules:&lt;br /&gt;
**Energy&lt;br /&gt;
**Energy Regeneration&lt;br /&gt;
&lt;br /&gt;
Notes: This take a really long time(14 minutes in in-game time). All you gotta do is spam Life Leech while waiting for the cooldown of Fire Storm to end.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Those Cacti Are The Remains Of The Assassins Turned Into Plants By The Wizards ...&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 25&lt;br /&gt;
| {{Element|Light}} {{Element|Nature}} &lt;br /&gt;
| [[File:Assassin.png|40px|Assassin]] [[File:Wizard.png|40px|Wizard]]&lt;br /&gt;
|&lt;br /&gt;
* Max. 12 {{Module|Offensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 1 {{Module|Offensive|size=30px}}&lt;br /&gt;
* No {{Module|Defensive|size=30px}}&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
* Enemies have only 0.1% of their original health&lt;br /&gt;
* Enemy damage is multiplied by 100&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Desert Gift'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode (credits to Moszuke)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Fire bomb''' spamming with supports like: '''energy''', '''energy regeneration''' and '''universal shield''' for tankiness.&lt;br /&gt;
&lt;br /&gt;
maybe you can use something to reduce cooldown or reset cooldown etc etc.. but this is the minimum to beat it. (super tower not needed)&lt;br /&gt;
&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
Y2hhbGxlbmdlO3NwZWxsLmZpcmVib21iO2VuZXJneS5iYXNpYztlbmVyZ3kucmVnZW5lcmF0aW9uO3NoaWVsZC51bml2ZXJzYWw7dG93ZXIuc3VwZXIuMQ==&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Winter Challenges (Region 3):=&lt;br /&gt;
&lt;br /&gt;
==Level #1:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ The Harsh Cold Greatly Enhances The Resistance To Negative Magic Of All The Creatures In This Region.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 500&lt;br /&gt;
| {{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 1 {{Module|Defensive|size=30px}}&lt;br /&gt;
* Modules have to be maxed T1 or above&lt;br /&gt;
* Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
* Enemies cannot be slowed below their base movement speed&lt;br /&gt;
* Enemies have 75% debuff resistance&lt;br /&gt;
* Enemies have 75% stun resistance&lt;br /&gt;
| +3% {{Element|Darkness}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ A Blizzard Is An Entertainment By Itself. It Will Really Teach You The Craft Of War.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 400&lt;br /&gt;
| {{Element|Air}} {{Element|Water}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
* No {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
* Tower starts with 400% increased attack cooldown&lt;br /&gt;
* Map is covered in a snowstorm&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Snowstorm'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Mind Your Speed In This Challenge. Ice Giants Don't Like Quick Movements.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 350&lt;br /&gt;
| {{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Modules have to be maxed T3 or above&lt;br /&gt;
* Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
* Tower attacks per second affect enemies base movement speed on spawn&lt;br /&gt;
* Tower attacks per second affect enemies base health regeneration on spawn&lt;br /&gt;
| +1% {{Element|Darkness}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Looks Like The Enemies Are Coming Straight Out Of Jötunheim. Is There Anything To Stop Them?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 225&lt;br /&gt;
| {{Element|Darkness}} {{Element|Water}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Modules have to be maxed T4 or above&lt;br /&gt;
* Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
* Every unit that spawns increases the tower's attack cooldown by 0.001 seconds&lt;br /&gt;
* Base health and damage of enemies is squared&lt;br /&gt;
| +1% wave acceleration factor for wave streaming per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
Equip {{Module|Utility|size=30px}}Energy, {{Module|Utility|size=30px}}Energy regeneration, {{Module|Defensive|size=30px}}Shock ward, {{Module|Utility|size=30px}}Neutral response, {{Module|Ultimate|size=30px}}Void&lt;br /&gt;
&lt;br /&gt;
*Use Shock Ward to stun ennemies and avoid being attacked.&lt;br /&gt;
*Pause the game.&lt;br /&gt;
*Use Neutral response to transform all ennemies into neutral.&lt;br /&gt;
*Use Void to instant kill all neutral ennemies.&lt;br /&gt;
*Unpause the game.&lt;br /&gt;
*Wait for cooldowns.&lt;br /&gt;
&lt;br /&gt;
Any global, Water and Darkness resistances are welcome.&lt;br /&gt;
&lt;br /&gt;
You can use the Basic Shield + Barriers modules combo to deal with early waves.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Defeat Olaf!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 200&lt;br /&gt;
| {{Element|Darkness}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
* Olaf!&lt;br /&gt;
| {{Module|Ultimate|size=30px}} '''Mjölnir'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ A Dark Ancient Spell Unites Enemies In This Challenge. Better Keep Them Divided.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 125&lt;br /&gt;
| {{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
* Enemies gain 1% resistance per enemy on the map (additive)&lt;br /&gt;
* Enemies become invulnerable to almost all damage when 100 enemies are on the map&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Winter's Gift'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
=Underground Challenges (Region 4):=&lt;br /&gt;
&lt;br /&gt;
==Level #1:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ A Sequence Of Avalanches And Earthquakes Has Awakened The Deep Earth Tanks. Can You Put Them Back To Sleep?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 250&lt;br /&gt;
| {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 7 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
* No {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T1 or above&lt;br /&gt;
* Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
* Enemies divide damage based on the wave they spawned in&lt;br /&gt;
| +1% {{Element|Earth}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ The Tormented Spirits Of Old Miners Will Haunt Your Tower &lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 500&lt;br /&gt;
| {{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 2 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
* Darkness enemies deal additionally 10% of the tower's current shield and current health on every attack&lt;br /&gt;
| +3% {{Element|Earth}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ It Looks Like Those Cave Dwellers Consumed Some Strange Ores Which Hardened Them.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 125&lt;br /&gt;
| {{Element|Light}} {{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* No {{Module|Utility|size=30px}}&lt;br /&gt;
* No {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T3 or above&lt;br /&gt;
* Modules will be set to T3&lt;br /&gt;
|&lt;br /&gt;
* Enemies ONLY take 100% damage from their own element type&lt;br /&gt;
* Enemies are IMMUNE to any other element type damage except for their own&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Aftershock'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ We Have Found A Deep, Hot Ravine.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 100&lt;br /&gt;
| {{Element|Light}} {{Element|Fire}} {{Element|Earth}} &lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* No {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T4 or above&lt;br /&gt;
* Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
* Destroying fire enemies damages the tower for 33% of its current health as fire damage (ignores shield)&lt;br /&gt;
* Destroying light enemies damages the tower for 33% of its current shield as light damage&lt;br /&gt;
* Destroying earth enemies reduces the current energy of the tower by 33%&lt;br /&gt;
| {{Module|Ultimate|size=30px}} '''Tremors'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ We've Breached The Wall Of A Chamber Filled With Toxic Organic Life.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 125&lt;br /&gt;
| {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
* No {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
* Enemies apply poison when attacking&lt;br /&gt;
* Poison reduces nature resistance and deals damage based on max. hp&lt;br /&gt;
* Higher stacks of poison are more potent&lt;br /&gt;
| {{Module|Offensive|size=30px}} '''Poison Sting'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ The Archers And Wizards Of The Deep Dark Found An Ancient Technique To Cloak Themselves.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 75&lt;br /&gt;
| {{Element|Darkness}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 3 {{Module|Defensive|size=30px}}&lt;br /&gt;
* Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
* Enemies are invisible and untargetable&lt;br /&gt;
* Enemies become visible and targetable for 0.25 sec. after attacking&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Underground gift'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Volcano Challenges (Region 5):=&lt;br /&gt;
&lt;br /&gt;
==Level #1:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ The Shells Of These Magma Entities Seem Impervious. Can You Survive Them Or Find Other Means To Defeat Them Until They Cool Off? &lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 50&lt;br /&gt;
| {{Element|Fire}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 1 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Max. 1 {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T1 or above&lt;br /&gt;
* Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
* Enemies spawn with 1e100 generic armor&lt;br /&gt;
* Enemies start with negative health regeneration&lt;br /&gt;
* Enemies deal 1000 times more damage than normaly&lt;br /&gt;
| +1% {{Element|Fire}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ We Have Reached The Molten Core. It Seems Like We Require Water To Proceed.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 125&lt;br /&gt;
| {{Element|Fire}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 5 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
* Enemies can only be damaged by using water or any module that ignores their element &lt;br /&gt;
* Enemies ignore elemental damage amplification/reduction from the element grid when attacking&lt;br /&gt;
| {{Module|Special|size=30px}} '''Molten Core'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ We Cannot Take Our Upgraded Modules Into These Lower Sections Of The Volcano.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 300&lt;br /&gt;
| {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 4 {{Module|Defensive|size=30px}}&lt;br /&gt;
* Modules have to be maxed T3 or above&lt;br /&gt;
* Modules will be set to T3&lt;br /&gt;
|&lt;br /&gt;
* You cannot use gems to upgrade modules&lt;br /&gt;
* Enemies spawn with 1e100 universal, fire, nature, darkness and universal armor&lt;br /&gt;
* Enemies have 75% debuff resistance&lt;br /&gt;
| +3% {{Element|Fire}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode (credits to RookieError)&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
Standard type boosted attacks, atk speed modules, and resistance work well. Upgrade path attack speed like multishot and bounce first. Damage as necessary. Basic shield upgrades when low on shield. XP boost from Dyson Sphere makes this a cake walk. Leveling modules from 0 means don't skip waves as you won't get the XP for upgrades.&lt;br /&gt;
Air Attack, Nature Attack, Water Attack, Attack Speed, Basic Bouncing, Multishot, Critical Strike, Rapidfire, Diamond Foundation, Steel foundation, basic Shield, Simple Evasion&lt;br /&gt;
&lt;br /&gt;
BLUEPRINT import:&lt;br /&gt;
ZmlyZSBjaGFsbGVuZ2UgMzthdHRhY2suYWlyO2F0dGFjay5uYXR1cmU7YXR0YWNrLndhdGVyO2F0dGFjay5zcGVlZDthdHRhY2suYm91bmNlO2F0dGFjay5tdWx0aXNob3Q7Y3JpdC5iYXNpYzthdHRhY2sucmFwaWRmaXJlO2ZvdW5kYXRpb24uZGlhbW9uZDtmb3VuZGF0aW9uLnN0ZWVsO3NoaWVsZC5iYXNpYztldmFzaW9uLmJhc2lj&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ The Enemies In This Section Have Developed A Really Strong Shield.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 200&lt;br /&gt;
| {{Element|Fire}} {{Element|Darkness}} {{Element|Universal}} &lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Max. 5 {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T4 or above&lt;br /&gt;
* Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
* Enemies spawn with shield points&lt;br /&gt;
* Shield amount is equal to max. hitpoint raised to the power of 3&lt;br /&gt;
* Boss units can spawn randomly like regular unit types&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Heatwave'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ The Volcano Is About To Erupt! Seems Like The Ashes Falling From The Sky Protect The Inhabitants Of This Area.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 300&lt;br /&gt;
| {{Element|Electricity}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 5 {{Module|Defensive|size=30px}}&lt;br /&gt;
* Max. 3 {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
* Enemies are immune to a random element (immunity shows up as resistance when selecting a unit)&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Rain of Ashes'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ The Pool Of Lava Is Filling Up. Make Sure Not To Overheat Your Tower.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 400&lt;br /&gt;
| {{Element|Electricity}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 30 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* No {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
* Everytime a unit spawns or dies the tower loses 25% of its current health, shield and energy&lt;br /&gt;
* Health and shield loss is not considered incoming damage   &lt;br /&gt;
* For each module you bring into this challenge the loss amount increases by 2%&lt;br /&gt;
| {{Module|Offensive|size=30px}} '''Volcano gift'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=High Mountain Challenges (Region 6):=&lt;br /&gt;
&lt;br /&gt;
==Level #1:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ The High Air Density In This Area Creates A Significant Amount Of Pressure. &lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 250&lt;br /&gt;
| {{Element|Air}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Modules have to be maxed T1 or above&lt;br /&gt;
* Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
* Enemies reflect 100% of non-air damage&lt;br /&gt;
| +1% {{Element|Air}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Seems Like The Archers In This Area Have Incredibly Sharp Senses. &lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 300&lt;br /&gt;
| {{Element|Air}} {{Element|Water}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 8 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* No {{Module|Ultimate|size=30px}} &lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
* Enemies will have +100% attack range&lt;br /&gt;
* Enemies are immune to fire and darkness damage (immunity shows up as resistance)&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Storm Aura'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Their Golems Seem To Be Indestructible Although Short-Lived.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 125&lt;br /&gt;
| {{Element|Air}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* No {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T3 or above&lt;br /&gt;
* Modules will be set to maxed T3&lt;br /&gt;
|&lt;br /&gt;
* Air enemies have 1000% movement speed&lt;br /&gt;
* Air enemies are immune to stuns&lt;br /&gt;
* Earth enemies are immune to all types of damage (immunity shows up as resistance)&lt;br /&gt;
* Earth enemies have negative health regeneration&lt;br /&gt;
| +3% {{Element|Air}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Silent As The Wind. Don't Underestimate Them Just Because They Are Slow!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 100&lt;br /&gt;
| {{Element|Air}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* No {{Module|Utility|size=30px}}&lt;br /&gt;
* No {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T4 or above&lt;br /&gt;
* Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
* Enemy health is multiplied by 100&lt;br /&gt;
* Enemy damage is multiplied by {{Number|1e100}}&lt;br /&gt;
* Enemies move very slowly&lt;br /&gt;
* Enemies are immune to darkness damage (immunity shows up as resistance)&lt;br /&gt;
| {{Module|Special|size=30px}} '''Aero Core'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Alert The Local Fauna.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 150&lt;br /&gt;
| {{Element|Darkness}} {{Element|Air}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 8 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Max. 8 {{Module|Defensive|size=30px}}&lt;br /&gt;
* Max. 8 {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to T5&lt;br /&gt;
* Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
* Goats will occasionally roam across the map&lt;br /&gt;
* Goats deal 20% of of the tower's max hp as air damage upon contact&lt;br /&gt;
| {{Module|Offensive|size=30px}} '''Stampede'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ The Low Air Pressure At This Altitude Severely Affects The Target Capabilities Of All Our Devices.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 175&lt;br /&gt;
| {{Element|Darkness}} {{Element|Air}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 15 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 6 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Max. 6 {{Module|Defensive|size=30px}}&lt;br /&gt;
* No {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
* Area of effect of active, passive and aura modules is reduced by 90%&lt;br /&gt;
* Base attack range of the tower is 3m instead of 18m&lt;br /&gt;
| {{Module|Offensive|size=30px}} '''High Mountain Gift'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Jungle Challenges (Region 7):=&lt;br /&gt;
&lt;br /&gt;
==Level #1:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Who Knows What Lurks In The Thicket?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 400&lt;br /&gt;
| {{Element|Nature}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 12 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 4 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Max. 2 {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T1 or above&lt;br /&gt;
* Modules will be set to maxed T1&lt;br /&gt;
|&lt;br /&gt;
* Enemies apply poison when attacking&lt;br /&gt;
* Poison reduces attack speed and attack range&lt;br /&gt;
* Higher stacks of poison are more potent&lt;br /&gt;
| +3% {{Element|Nature}} damage per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #2:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ It Seems Like The Rainy Climate And Humid Temperatures Provide The Perfect Environment For Exceptional Growth.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 300&lt;br /&gt;
| {{Element|Nature}} {{Element|Water}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 14 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 12 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Max. 2 {{Module|Defensive|size=30px}}&lt;br /&gt;
* No {{Module|Ultimate|size=30px}} &lt;br /&gt;
* Modules have to be maxed T2 or above&lt;br /&gt;
* Modules will be set to maxed T2&lt;br /&gt;
|&lt;br /&gt;
* Max. hitpoints and damage of enemies increase over time&lt;br /&gt;
* Enemies regenerate 20% of their max. HP per second&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Monsoon Aura'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #3:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Never Confuse Venomous With Poisonous!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 400&lt;br /&gt;
| {{Element|Nature}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 10 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Modules have to be maxed T3 or above&lt;br /&gt;
* Modules will be set to T3&lt;br /&gt;
* Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
* Enemies are poisonous (not venomous)&lt;br /&gt;
* Attacking enemies inflicts a poison effect on the attacker for each damage instance hitting them&lt;br /&gt;
* Poison deals nature damage based on max. HP and reduces the nature resistance&lt;br /&gt;
* Higher stacks of poison are more potent&lt;br /&gt;
| +1% {{Element|Nature}} resistance per completed challenge&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #4:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Those Beasts Withstand Anything. We Should Not Make Too Much Noise.&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 350&lt;br /&gt;
| {{Element|Nature}} {{Element|Universal}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 20 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* No {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T4 or above&lt;br /&gt;
* Modules will be set to maxed T4&lt;br /&gt;
|&lt;br /&gt;
* Enemies are immune to debuffs and stuns&lt;br /&gt;
* Enemies spawn with x16 HP and damage for each module inside your blueprint&lt;br /&gt;
* Enemies spawn with 99% generic damage resistance&lt;br /&gt;
| {{Module|Defensive|size=30px}} '''Gaia's Protection'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #5:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Where Is The Coconut?&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 100&lt;br /&gt;
| {{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 18 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 8 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Max. 8 {{Module|Defensive|size=30px}}&lt;br /&gt;
* Max. 8 {{Module|Utility|size=30px}}&lt;br /&gt;
* Max. 8 {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to maxed T5&lt;br /&gt;
|&lt;br /&gt;
* Enemies are Monkeys&lt;br /&gt;
* Whenever a Monkey dies all other Monkeys gain x10 health and damage&lt;br /&gt;
| {{Module|Utility|size=30px}} '''Return to Monkey'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Level #6:==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|+ Proof That You Are The King Of The Jungle!&lt;br /&gt;
!Goal!!Elements!!Enemy Types!!Module Rules!!Special Rules!!Reward&lt;br /&gt;
|- &lt;br /&gt;
| Wave 150&lt;br /&gt;
| {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
| Unknown&lt;br /&gt;
|&lt;br /&gt;
* Max. 25 {{Module|Offensive|size=30px}} {{Module|Defensive|size=30px}} {{Module|Utility|size=30px}} {{Module|Ultimate|size=30px}} {{Module|Legendary|size=30px}} {{Module|Special|size=30px}} total&lt;br /&gt;
* Max. 15 {{Module|Offensive|size=30px}}&lt;br /&gt;
* Max. 10 {{Module|Ultimate|size=30px}}&lt;br /&gt;
* Modules have to be maxed T5 or above&lt;br /&gt;
* Modules will be set to T5&lt;br /&gt;
* Modules start at level 0&lt;br /&gt;
|&lt;br /&gt;
* Enemies spawn with shieldpoints equal to their max. health&lt;br /&gt;
* Enemies regenerate 50% of their max. health per second&lt;br /&gt;
| {{Module|Utility|size=30px}} '''Jungle Gift'''&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Solutions&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era non-hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Pre-era hardmode &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3107</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=3107"/>
		<updated>2023-08-30T10:52:55Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: /* Footnotes */ reflected &amp;quot;still bugged condition&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(1.55e+81)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''347''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary. &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 &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find, though Legendary modules do not count towards Museum statictics and achievements.&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 mw-collapsible&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;&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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;⌊([tier]-1/4)⌋+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''&lt;br /&gt;
|250|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun||Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|Fire||ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher||Increases the radius of all aura modules for a certain amount of time. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
| ||ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon||Reduces the energy cost of active offensive and defensive modules by a certain % for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''&lt;br /&gt;
|250|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones||Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
| ||BUFF BLOCK SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun||Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''&lt;br /&gt;
|1|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon||Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
| ||COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''&lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''&lt;br /&gt;
|5|| ||Challenge: 2-2||Challenge Completion||Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''&lt;br /&gt;
|250|| ||Challenge: 2-3||Challenge Completion||Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''&lt;br /&gt;
|5||Yes||Challenge: 2-4||Challenge Completion||Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''&lt;br /&gt;
|20||Yes||Challenge: 2-5||Challenge Completion||Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''&lt;br /&gt;
|5|| ||Challenge: 2-6||Challenge Completion||Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''&lt;br /&gt;
|20||Yes||Challenge: 3-2||Challenge Completion||Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''&lt;br /&gt;
|250|| ||Challenge: 3-5||Challenge Completion||Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winters Gift'''&lt;br /&gt;
|250|| ||Challenge: 3-6||Challenge Completion||Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
| ||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''&lt;br /&gt;
|20|| ||Challenge: 4-3||Challenge Completion||Provides a chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
| ||DEBUFF STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''&lt;br /&gt;
|10||Yes||Challenge: 4-4||Challenge Completion||Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
| ||ACTIVE INSTANT STUN AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''&lt;br /&gt;
|100|| ||Challenge: 4-5||Challenge Completion||Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
| ||NATURE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''&lt;br /&gt;
|250|| ||Challenge: 4-6||Challenge Completion||Reduce the duration of stuns inflicted to the owner.&lt;br /&gt;
| ||STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''&lt;br /&gt;
|1|| ||Challenge: 5-2||Challenge Completion||Changes the base type of the tower from neutral to fire and therefore applies all default strengths and weaknesses of fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. Type priority: 1&lt;br /&gt;
| ||FIRE ARMOR ELEMENT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''&lt;br /&gt;
|250|| ||Challenge: 5-4||Challenge Completion||Provides a chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current hp plus a fixed amount per second. Damage type is fire.&lt;br /&gt;
| ||DEBUFF DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''&lt;br /&gt;
|250||Yes||Challenge: 5-5||Challenge Completion||Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a chance to miss when attacking.&lt;br /&gt;
| ||ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''&lt;br /&gt;
|250|| ||Challenge: 5-6||Challenge Completion||Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or hte current round restarts.&lt;br /&gt;
| ||DAMAGE FIRE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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 mw-collapsible&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;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''&lt;br /&gt;
|25|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Fire||5%||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Water||4%||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Water||2%||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''&lt;br /&gt;
|250|| ||[[Modules#Era|ERA Experiment]]: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''&lt;br /&gt;
|50|| ||[[Modules#Era|ERA Experiment]]: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''&lt;br /&gt;
|250||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%||Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;. ''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
| ||ACTIVE INSTANT BUFF AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|[[Modules#Era|ERA Experiment]]: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''&lt;br /&gt;
|100|| ||[[Modules#Era|ERA Experiment]]: Universal||5%||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||?%||This module increases xp gain and has two states: 1)Increase attack speed and decrease range 2)Decrease attack speed and increase range. ''By KnightJR''&lt;br /&gt;
| ||TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''&lt;br /&gt;
|5|| ||[[Modules#Era|ERA Experiment]]: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''&lt;br /&gt;
|250|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;||Multiplies outgoing projectile damage of any type by a constant factor that gets divided for each module inside your blueprint other than itself. Multiplier cannot go below 1.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''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 mw-collapsible&amp;quot; &lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''||Yes||1||{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
&lt;br /&gt;
||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''|| ||2||{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
&lt;br /&gt;
||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''|| ||3||{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''|| ||4||{{Fragment|Defensive}} 500000||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''|| ||7||{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''|| ||10||{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
&lt;br /&gt;
||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''|| ||11||{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''|| ||8||{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
&lt;br /&gt;
||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''|| ||12||{{Fragment|Defensive}} 50||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''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;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''|| ||9||{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
&lt;br /&gt;
||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''|| ||6||{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
&lt;br /&gt;
||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''|| ||5||{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''|| ||15||{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''|| ||17||{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
&lt;br /&gt;
||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''|| ||16||{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''|| ||20||{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
&lt;br /&gt;
||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''|| ||23||{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
&lt;br /&gt;
||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''|| ||22||{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
&lt;br /&gt;
||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''|| ||21||{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
&lt;br /&gt;
||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''|| ||24||{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
&lt;br /&gt;
||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''|| ||25||{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
&lt;br /&gt;
||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''|| ||26||{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
&lt;br /&gt;
||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''|| ||27||{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''||Yes||28||{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
&lt;br /&gt;
||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''|| ||18||{{Fragment|Utility}} 300||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''|| ||19||{{Fragment|Defensive}} 125 &lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
&lt;br /&gt;
||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.29.0, there are '''9''' 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;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, 1/400 drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: '''Still Bugged.'''&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:ModuleInfo&amp;diff=3101</id>
		<title>Template:ModuleInfo</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:ModuleInfo&amp;diff=3101"/>
		<updated>2023-08-24T17:52:47Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: /*Unlock*/ example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;{{{Name|{{{name|{{{module}}} }}} }}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:{{{type|{{{Type}}} }}} Module.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
! Module Type&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-weight:bold;color:{{switch:{{{type|{{{Type|}}} }}} | Offensive = #ec0800| Defensive = #009eff | Utility = #fcff00 | Ultimate = #9f00ff | Special = #a3a3a3 | Legendary = #ff8300}}&amp;quot;&amp;gt;{{{type|{{{Type}}} }}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Maximum Tier&lt;br /&gt;
| {{{Tier|{{{tier|{{{max|{{{maxTier}}} }}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| {{{Description|{{{desc|{{{Desc}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Unlock Conditions&lt;br /&gt;
| {{{unlock|{{{Unlock}}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Module Tags&lt;br /&gt;
| {{{Tags|{{{tags|{{{tag}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Module ID&lt;br /&gt;
| {{{code|{{{Code|{{{id}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;Type&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;type&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Type&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The type of module. (Offensive, Defensive, Utility, Special, Legendary)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Offensive&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Tier&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;maxTier&amp;quot;,&lt;br /&gt;
				&amp;quot;max&amp;quot;,&lt;br /&gt;
				&amp;quot;tier&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Maximum Tier&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The maximum tier for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Desc&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;desc&amp;quot;,&lt;br /&gt;
				&amp;quot;Description&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Description&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Description / Information of the Module&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Lorem Ipsum gives +1 base statistics to Dolor Sit Amet. Does not work with Consectetur Adipiscing Elit.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;content&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Code&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;code&amp;quot;,&lt;br /&gt;
				&amp;quot;id&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Code&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The internal code for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;attack.basic / regeneration.relative / tower.absolute.zero&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Name&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;module&amp;quot;,&lt;br /&gt;
				&amp;quot;name&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Name&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Module's Name.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Daigoparry&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Tags&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;tag&amp;quot;,&lt;br /&gt;
				&amp;quot;tags&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Tags&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Tags of the module, as shown in game. (With a hashtag, and in caps))&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;#DAMAGE #AREA CHANCE&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Unlock&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;unlock&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Unlock&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The conditions required to unlock this module&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Reach round 100 on Forest. / 0.1% chance to unlock on completing a round. / Die to any boss 5 times in a row.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;For adding a specific module with its information to the page&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;Name&amp;quot;,&lt;br /&gt;
		&amp;quot;Type&amp;quot;,&lt;br /&gt;
		&amp;quot;Tier&amp;quot;,&lt;br /&gt;
		&amp;quot;Desc&amp;quot;,&lt;br /&gt;
		&amp;quot;Tags&amp;quot;,&lt;br /&gt;
		&amp;quot;Unlock&amp;quot;,&lt;br /&gt;
		&amp;quot;Code&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:ModuleInfo&amp;diff=3043</id>
		<title>Template:ModuleInfo</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:ModuleInfo&amp;diff=3043"/>
		<updated>2023-08-23T03:30:44Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: test edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;Type&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;type&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Type&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The type of module. (Offensive, Defensive, Utility, Special, Legendary)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Offensive&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Tier&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;maxTier&amp;quot;,&lt;br /&gt;
				&amp;quot;max&amp;quot;,&lt;br /&gt;
				&amp;quot;tier&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Maximum Tier&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The maximum tier for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Desc&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;desc&amp;quot;,&lt;br /&gt;
				&amp;quot;Description&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Description&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Description / Information of the Module&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Lorem Ipsum gives +1 base statistics to Dolor Sit Amet. Does not work with Consectetur Adipiscing Elit.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;content&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Code&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;code&amp;quot;,&lt;br /&gt;
				&amp;quot;id&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Code&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The internal code for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;attack.basic / regeneration.relative / tower.absolute.zero&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Name&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;module&amp;quot;,&lt;br /&gt;
				&amp;quot;name&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Name&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Module's Name.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Daigoparry&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Tags&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;tag&amp;quot;,&lt;br /&gt;
				&amp;quot;tags&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Tags&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Tags of the module, as shown in game. (With a hashtag, and in caps))&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;#DAMAGE #AREA CHANCE&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;For adding a specific module with its information to the page&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;Name&amp;quot;,&lt;br /&gt;
		&amp;quot;Type&amp;quot;,&lt;br /&gt;
		&amp;quot;Tier&amp;quot;,&lt;br /&gt;
		&amp;quot;Desc&amp;quot;,&lt;br /&gt;
		&amp;quot;Code&amp;quot;,&lt;br /&gt;
		&amp;quot;Tags&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;{{{Name|{{{name|{{{module|}}} }}} }}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:{{{type|{{{Type|}}} }}} Module.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
! Module Type&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-weight:bold;color:{{switch:{{{type|{{{Type|}}} }}} | Offensive = #ec0800| Defensive = #009eff | Utility = #fcff00 | Ultimate = #9f00ff | Special = #a3a3a3 | Legendary = #ff8300}}&amp;quot;&amp;gt;{{{type|{{{Type|}}} }}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Maximum Tier&lt;br /&gt;
| {{{Tier|{{{tier|{{{max|{{{maxTier}}} }}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| {{{Description|{{{desc|{{{Desc|}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Module Code&lt;br /&gt;
| {{{code|{{{Code|{{{id|}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Module Tags&lt;br /&gt;
| {{{Tags|{{{tags|{{{tag|}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:ModuleInfo&amp;diff=3042</id>
		<title>Template:ModuleInfo</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:ModuleInfo&amp;diff=3042"/>
		<updated>2023-08-23T03:17:59Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;Type&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;type&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Type&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The type of module. (Offensive, Defensive, Utility, Special, Legendary)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Offensive&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Tier&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;maxTier&amp;quot;,&lt;br /&gt;
				&amp;quot;max&amp;quot;,&lt;br /&gt;
				&amp;quot;tier&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Maximum Tier&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The maximum tier for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Desc&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;desc&amp;quot;,&lt;br /&gt;
				&amp;quot;Description&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Description&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Description / Information of the Module&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Lorem Ipsum gives +1 base statistics to Dolor Sit Amet. Does not work with Consectetur Adipiscing Elit.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;content&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Code&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;code&amp;quot;,&lt;br /&gt;
				&amp;quot;id&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Code&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The internal code for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;attack.basic / regeneration.relative / tower.absolute.zero&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Name&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;module&amp;quot;,&lt;br /&gt;
				&amp;quot;name&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Name&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Module's Name.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Daigoparry&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Tags&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;tag&amp;quot;,&lt;br /&gt;
				&amp;quot;tags&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Tags&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Tags of the module, as shown in game. (With a hashtag, and in caps))&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;#DAMAGE #AREA CHANCE&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;For adding a specific module with its information to the page&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;Name&amp;quot;,&lt;br /&gt;
		&amp;quot;Type&amp;quot;,&lt;br /&gt;
		&amp;quot;Tier&amp;quot;,&lt;br /&gt;
		&amp;quot;Desc&amp;quot;,&lt;br /&gt;
		&amp;quot;Code&amp;quot;,&lt;br /&gt;
		&amp;quot;Tags&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;{{{Name|{{{name|{{{module|}}} }}} }}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:{{{type|{{{Type|}}} }}} Module.png|frameless|30px]]&lt;br /&gt;
|-&lt;br /&gt;
! Module Type&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-weight:bold;color:{{switch:{{{type|{{{Type|}}} }}} | Offensive = #ec0800| Defensive = #009eff | Utility = #fcff00 | Ultimate = #9f00ff | Special = #a3a3a3 | Legendary = #ff8300}}&amp;quot;&amp;gt;{{{type|{{{Type|}}} }}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Maximum Tier&lt;br /&gt;
| {{{Tier|{{{tier|{{{max|{{{maxTier}}} }}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| {{{Description|{{{desc|{{{Desc|}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Module Code&lt;br /&gt;
| {{{code|{{{Code|{{{id|}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Module Tags&lt;br /&gt;
| {{{Tags|{{{tags|{{{tag|}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:ModuleInfo&amp;diff=3041</id>
		<title>Template:ModuleInfo</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:ModuleInfo&amp;diff=3041"/>
		<updated>2023-08-23T03:17:38Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;Type&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;type&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Type&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The type of module. (Offensive, Defensive, Utility, Special, Legendary)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Offensive&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Tier&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;maxTier&amp;quot;,&lt;br /&gt;
				&amp;quot;max&amp;quot;,&lt;br /&gt;
				&amp;quot;tier&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Maximum Tier&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The maximum tier for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Desc&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;desc&amp;quot;,&lt;br /&gt;
				&amp;quot;Description&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Description&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Description / Information of the Module&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Lorem Ipsum gives +1 base statistics to Dolor Sit Amet. Does not work with Consectetur Adipiscing Elit.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;content&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Code&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;code&amp;quot;,&lt;br /&gt;
				&amp;quot;id&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Code&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The internal code for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;attack.basic / regeneration.relative / tower.absolute.zero&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Name&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;module&amp;quot;,&lt;br /&gt;
				&amp;quot;name&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Name&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Module's Name.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Daigoparry&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Tags&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;tag&amp;quot;,&lt;br /&gt;
				&amp;quot;tags&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Tags&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Tags of the module, as shown in game. (With a hashtag, and in caps))&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;#DAMAGE #AREA CHANCE&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;For adding a specific module with its information to the page&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;Name&amp;quot;,&lt;br /&gt;
		&amp;quot;Type&amp;quot;,&lt;br /&gt;
		&amp;quot;Tier&amp;quot;,&lt;br /&gt;
		&amp;quot;Desc&amp;quot;,&lt;br /&gt;
		&amp;quot;Code&amp;quot;,&lt;br /&gt;
		&amp;quot;Tags&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;{{{Name|{{{name|{{{module|}}} }}} }}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:{{{type|{{{Type|}}} }}} Module.png|frameless|30px]]&lt;br /&gt;
|-&lt;br /&gt;
! Module Type&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-weight:bold;color:{{switch:{{{type|{{{Type|}}} }}} | Offensive = #ec0800| Defensive = #009eff | Utility = #fcff00 | Ultimate = #9f00ff | Special = #a3a3a3 | Legendary = #ff8300}}&amp;quot;&amp;gt;{{{type|{{{Type|}}} }}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Maximum Tier&lt;br /&gt;
| {{{Tier|{{{tier|{{{max|{{{maxTier}}} }}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| {{{Description|{{{desc|{{{Desc|}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Module Code&lt;br /&gt;
| {{{code|{{{Code|{{{id|}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Module Tags&lt;br /&gt;
| {{{Tags|{{{tags|{{{tag}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:ModuleInfo&amp;diff=3040</id>
		<title>Template:ModuleInfo</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:ModuleInfo&amp;diff=3040"/>
		<updated>2023-08-23T03:16:51Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;Type&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;type&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Type&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The type of module. (Offensive, Defensive, Utility, Special, Legendary)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Offensive&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Tier&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;maxTier&amp;quot;,&lt;br /&gt;
				&amp;quot;max&amp;quot;,&lt;br /&gt;
				&amp;quot;tier&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Maximum Tier&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The maximum tier for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Desc&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;desc&amp;quot;,&lt;br /&gt;
				&amp;quot;Description&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Description&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Description / Information of the Module&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Lorem Ipsum gives +1 base statistics to Dolor Sit Amet. Does not work with Consectetur Adipiscing Elit.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;content&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Code&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;code&amp;quot;,&lt;br /&gt;
				&amp;quot;id&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Code&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The internal code for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;attack.basic / regeneration.relative / tower.absolute.zero&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Name&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;module&amp;quot;,&lt;br /&gt;
				&amp;quot;name&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Name&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Module's Name.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Daigoparry&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Tags&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;tag&amp;quot;,&lt;br /&gt;
				&amp;quot;tags&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Tags&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Tags of the module, as shown in game. (With a hashtag, and in caps))&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;#DAMAGE #AREA CHANCE&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;For adding a specific module with its information to the page&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;Name&amp;quot;,&lt;br /&gt;
		&amp;quot;Type&amp;quot;,&lt;br /&gt;
		&amp;quot;Tier&amp;quot;,&lt;br /&gt;
		&amp;quot;Desc&amp;quot;,&lt;br /&gt;
		&amp;quot;Code&amp;quot;,&lt;br /&gt;
		&amp;quot;Tags&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;{{{Name|{{{name|{{{module|}}} }}} }}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:{{{type|{{{Type|}}} }}} Module.png|frameless|30px]]&lt;br /&gt;
|-&lt;br /&gt;
! Module Type&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-weight:bold;color:{{switch:{{{type|{{{Type|}}} }}} | Offensive = #ec0800| Defensive = #009eff | Utility = #fcff00 | Ultimate = #9f00ff | Special = #a3a3a3 | Legendary = #ff8300}}&amp;quot;&amp;gt;{{{type|{{{Type|}}} }}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Maximum Tier&lt;br /&gt;
| {{{Tier|{{{tier|{{{max|{{{maxTier}}} }}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| {{{Description|{{{desc|{{{Desc|}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Module Code&lt;br /&gt;
| {{{code|{{{Code|{{{id|}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Module Tags&lt;br /&gt;
| {{{Tags|{{{tags|{{{tag}}} }}} }}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:ModuleInfo&amp;diff=3039</id>
		<title>Template:ModuleInfo</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:ModuleInfo&amp;diff=3039"/>
		<updated>2023-08-23T03:12:14Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: added tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;Type&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;type&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Type&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The type of module. (Offensive, Defensive, Utility, Special, Legendary)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Offensive&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Tier&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;maxTier&amp;quot;,&lt;br /&gt;
				&amp;quot;max&amp;quot;,&lt;br /&gt;
				&amp;quot;tier&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Maximum Tier&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The maximum tier for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Desc&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;desc&amp;quot;,&lt;br /&gt;
				&amp;quot;Description&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Description&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Description / Information of the Module&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Lorem Ipsum gives +1 base statistics to Dolor Sit Amet. Does not work with Consectetur Adipiscing Elit.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;content&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Code&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;code&amp;quot;,&lt;br /&gt;
				&amp;quot;id&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Code&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The internal code for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;attack.basic / regeneration.relative / tower.absolute.zero&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Name&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;module&amp;quot;,&lt;br /&gt;
				&amp;quot;name&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Name&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Module's Name.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Daigoparry&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Module Tags&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;tag&amp;quot;,&lt;br /&gt;
				&amp;quot;tags&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Tags&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Tags of the module, as shown in game. (With a hashtag, and in caps))&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;#DAMAGE #AREA CHANCE&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;For adding a specific module with its information to the page&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;Name&amp;quot;,&lt;br /&gt;
		&amp;quot;Type&amp;quot;,&lt;br /&gt;
		&amp;quot;Tier&amp;quot;,&lt;br /&gt;
		&amp;quot;Desc&amp;quot;,&lt;br /&gt;
		&amp;quot;Code&amp;quot;,&lt;br /&gt;
		&amp;quot;Module Tags&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;{{{Name|{{{name|{{{module|}}} }}} }}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:{{{type|{{{Type|}}} }}} Module.png|frameless|30px]]&lt;br /&gt;
|-&lt;br /&gt;
! Module Type&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-weight:bold;color:{{switch:{{{type|{{{Type|}}} }}} | Offensive = #ec0800| Defensive = #009eff | Utility = #fcff00 | Ultimate = #9f00ff | Special = #a3a3a3 | Legendary = #ff8300}}&amp;quot;&amp;gt;{{{type|{{{Type|}}} }}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Maximum Tier&lt;br /&gt;
| {{{Tier|{{{tier|{{{max|{{{maxTier}}} }}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| {{{Description|{{{desc|{{{Desc|}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
! Module Code&lt;br /&gt;
| {{{code|{{{Code|{{{id|}}} }}} }}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Module&amp;diff=3016</id>
		<title>Template:Module</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Module&amp;diff=3016"/>
		<updated>2023-08-22T14:38:16Z</updated>

		<summary type="html">&lt;p&gt;Cratorrex.rx: Reworked it, boss! (First Draft, adapted from Building)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;Image&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Image&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The image of Module Type&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Offensive Module.png&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true,&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;image&amp;quot;&lt;br /&gt;
			]&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Module Type&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;type&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Type&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The type of module. (Offensive, Defensive, Utility, Special, Legendary)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Offensive&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Color&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;colour&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Colour&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Colour of the Module Type (Off: #ec0800, Def: #009eff, Util: #fcff00, Ulti: #9f00ff, Spec: #a3a3a3, Leg: #ff8300)&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;#ec0800 / #009eff / #fcff00 / #9f00ff / #a3a3a3 / #ff8300&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;#000000&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Tier&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;maxTier&amp;quot;,&lt;br /&gt;
				&amp;quot;max&amp;quot;,&lt;br /&gt;
				&amp;quot;tier&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Maximum Tier&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The maximum tier for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;250&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Description&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;desc&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Description&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Description / Information of the Module&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Lorem Ipsum gives +1 base statistics to Dolor Sit Amet. Does not work with Consectetur Adipiscing Elit.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;content&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Module Code&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;code&amp;quot;,&lt;br /&gt;
				&amp;quot;id&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Code&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The internal code for the module.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;attack.basic / regeneration.relative / tower.absolute.zero&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Name&amp;quot;: {&lt;br /&gt;
			&amp;quot;aliases&amp;quot;: [&lt;br /&gt;
				&amp;quot;module&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Module Name&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The Module's Name.&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;Daigoparry&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;For adding a module icon to the page&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;Name&amp;quot;,&lt;br /&gt;
		&amp;quot;Image&amp;quot;,&lt;br /&gt;
		&amp;quot;Module Type&amp;quot;,&lt;br /&gt;
		&amp;quot;Color&amp;quot;,&lt;br /&gt;
		&amp;quot;Module Code&amp;quot;,&lt;br /&gt;
		&amp;quot;Tier&amp;quot;,&lt;br /&gt;
		&amp;quot;Description&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&amp;lt;span style=&amp;quot;font-weight:bold&amp;quot;&amp;gt;{{{Name}}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|[[File:{{{Image|}}}|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
! Module Type&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-weight:bold;color:{{{color}}}&amp;quot;&amp;gt;{{{type}}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Module Code&lt;br /&gt;
| {{{code}}}&lt;br /&gt;
|-&lt;br /&gt;
! Maximum Tier&lt;br /&gt;
| {{{Tier}}}&lt;br /&gt;
|-&lt;br /&gt;
! Description&lt;br /&gt;
| {{{Description}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modules]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cratorrex.rx</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2986</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2986"/>
		<updated>2023-08-18T17:15:14Z</updated>

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