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	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=D0sboots</id>
	<title>The Perfect Tower II - User contributions [en]</title>
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	<updated>2026-05-01T14:18:17Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3864</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3864"/>
		<updated>2025-12-05T07:20:35Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* RAM */ Fix the rest of the prices&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left|link=Special:FilePath/Purple_resource.png]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots and unlocks a new contract.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
The contracts' conditions can be met to increase resource drops in the [[New Round|core game]].&lt;br /&gt;
The total resource drop multiplier is &amp;lt;code&amp;gt;Resource Drop Bonus per Fulfilled Contract^(Fulfilled Contracts+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: Use min. 1 [[Modules|module]] of each type (offensive, defensive, utility and ultimate).&lt;br /&gt;
&lt;br /&gt;
===Activist===&lt;br /&gt;
Conditions: Use min. 4 active [[Modules|modules]]&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use between 3 and 15 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 5 [[Modules|modules]] with a '''#Universal''' tag; at least 3 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 24 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|2}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e4}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e5}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|17||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|18||{{number|1e17}}&lt;br /&gt;
|-&lt;br /&gt;
|19||{{number|1e18}}&lt;br /&gt;
|-&lt;br /&gt;
|20||{{number|1e19}}&lt;br /&gt;
|-&lt;br /&gt;
|21||{{number|1e20}}&lt;br /&gt;
|-&lt;br /&gt;
|22||{{number|1e21}}&lt;br /&gt;
|-&lt;br /&gt;
|23||{{number|1e22}}&lt;br /&gt;
|-&lt;br /&gt;
|24||{{number|1e23}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb|link=Special:FilePath/CPU.png]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 2}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 25}} Hz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|50}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|250}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|1250}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|6250}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|31250}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|156250}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|781250}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|3.906e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|1.9531e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|9.7656e7}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|4.88e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|2.441e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|1.2207e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|6.1035e10}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|3.05e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|1.526e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|7.629e12}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|3.8147e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|1.907e14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb|link=Special:FilePath/RAM.png]] RAM increases the maximum execution budget of the AI. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows a budget of 10000.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; * 2.5e7)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
The formula for the execution budget is {{Math|(⌊log&amp;lt;sub&amp;gt;1.459&amp;lt;/sub&amp;gt;(''totalRam'')⌋ + 1) * 100}}, where ''totalRam'' is in bytes (multiply by 1000).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||{{number|1.5e8}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|9e8}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|5.4e9}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|3.24e10}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|1.944e11}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|1.166e12}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|6.998e12}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|4.199e13}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|2.519e14}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.512e15}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|9.07e15}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|5.442e16}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|3.265e17}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.959e18}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|1.175e19}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|7.053e19}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|4.232e20}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|2.539e21}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.523e22}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|9.14e22}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed. (0.1 Wave Acceleration Factor (WAF) per second)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!'' (5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint: &amp;lt;sup&amp;gt;[[Headquarters#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Debug the Overflow&amp;lt;/spoiler&amp;gt;{{number|3e8}}|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge. (7.5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% boost for Era Burst&lt;br /&gt;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}. (log10(distance to 1e11))&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Breach||{{number|5e22}}|| ||Boosts the accel gain from wave streaming based on the highest wave acceleration amount you have ever reached in any region. Formula for multiplier: Log10(10+Highest Acceleration/100)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; (11x) Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. Cubes can be regained over a period of 4 hours (1 hour with the exotic skill '''Trustworthy Trust Fund'''). To compensate this, you are rewarded some gems or exotic gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. [[Infinity]] content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Head Offices''' - Decreases the resource conversion rate of the headquarters by 3% for each tier of the headquarters.&lt;br /&gt;
*'''Data Mining''' - Increases town resource drops by 2% for each CPU upgrade across all servers during tower testing.&lt;br /&gt;
*'''Dealbreaker''' - Increases the base resource drop multiplier for each fulfilled contract by 0.5.&lt;br /&gt;
*'''Extra Servers''' - Increases the max. number of servers per headquarter tier from 2 to 3.&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software at 200% of the original speed while the game is closed. Without this skill the headquarters can continue installing the software at 100% of original speed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Trustworthy Trust Fund''' ({{Number|20|icon=[[File:Exotic gem.png|20px]]}}) - Reduces the total time it takes to regain all resources after a tier up by 3 hours.&lt;br /&gt;
*'''Foreign Contracts''' ({{Number|100|icon=[[File:Exotic gem.png|20px]]}}) - By establishing a connection with other islands we unlock 3 new contracts.&lt;br /&gt;
*'''Shard Database''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Increases the wave acceleration factor from software by 1% per regular building skill learned (multiplicative). Counts the building skills from all buildings and not just the headquarters.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3863</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3863"/>
		<updated>2025-12-05T03:16:24Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* RAM */ Partially update ram costs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left|link=Special:FilePath/Purple_resource.png]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots and unlocks a new contract.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
The contracts' conditions can be met to increase resource drops in the [[New Round|core game]].&lt;br /&gt;
The total resource drop multiplier is &amp;lt;code&amp;gt;Resource Drop Bonus per Fulfilled Contract^(Fulfilled Contracts+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: Use min. 1 [[Modules|module]] of each type (offensive, defensive, utility and ultimate).&lt;br /&gt;
&lt;br /&gt;
===Activist===&lt;br /&gt;
Conditions: Use min. 4 active [[Modules|modules]]&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use between 3 and 15 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 5 [[Modules|modules]] with a '''#Universal''' tag; at least 3 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 24 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|2}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e4}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e5}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|17||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|18||{{number|1e17}}&lt;br /&gt;
|-&lt;br /&gt;
|19||{{number|1e18}}&lt;br /&gt;
|-&lt;br /&gt;
|20||{{number|1e19}}&lt;br /&gt;
|-&lt;br /&gt;
|21||{{number|1e20}}&lt;br /&gt;
|-&lt;br /&gt;
|22||{{number|1e21}}&lt;br /&gt;
|-&lt;br /&gt;
|23||{{number|1e22}}&lt;br /&gt;
|-&lt;br /&gt;
|24||{{number|1e23}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb|link=Special:FilePath/CPU.png]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 2}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 25}} Hz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|50}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|250}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|1250}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|6250}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|31250}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|156250}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|781250}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|3.906e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|1.9531e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|9.7656e7}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|4.88e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|2.441e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|1.2207e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|6.1035e10}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|3.05e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|1.526e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|7.629e12}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|3.8147e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|1.907e14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb|link=Special:FilePath/RAM.png]] RAM increases the maximum execution budget of the AI. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows a budget of 10000.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 4e-8)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
The formula for the execution budget is {{Math|(⌊log&amp;lt;sub&amp;gt;1.459&amp;lt;/sub&amp;gt;(''totalRam'')⌋ + 1) * 100}}, where ''totalRam'' is in bytes (multiply by 1000).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||{{number|1.5e8}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|9e8}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|5.4e9}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed. (0.1 Wave Acceleration Factor (WAF) per second)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!'' (5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint: &amp;lt;sup&amp;gt;[[Headquarters#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Debug the Overflow&amp;lt;/spoiler&amp;gt;{{number|3e8}}|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge. (7.5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% boost for Era Burst&lt;br /&gt;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}. (log10(distance to 1e11))&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Breach||{{number|5e22}}|| ||Boosts the accel gain from wave streaming based on the highest wave acceleration amount you have ever reached in any region. Formula for multiplier: Log10(10+Highest Acceleration/100)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; (11x) Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. Cubes can be regained over a period of 4 hours (1 hour with the exotic skill '''Trustworthy Trust Fund'''). To compensate this, you are rewarded some gems or exotic gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. [[Infinity]] content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Head Offices''' - Decreases the resource conversion rate of the headquarters by 3% for each tier of the headquarters.&lt;br /&gt;
*'''Data Mining''' - Increases town resource drops by 2% for each CPU upgrade across all servers during tower testing.&lt;br /&gt;
*'''Dealbreaker''' - Increases the base resource drop multiplier for each fulfilled contract by 0.5.&lt;br /&gt;
*'''Extra Servers''' - Increases the max. number of servers per headquarter tier from 2 to 3.&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software at 200% of the original speed while the game is closed. Without this skill the headquarters can continue installing the software at 100% of original speed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Trustworthy Trust Fund''' ({{Number|20|icon=[[File:Exotic gem.png|20px]]}}) - Reduces the total time it takes to regain all resources after a tier up by 3 hours.&lt;br /&gt;
*'''Foreign Contracts''' ({{Number|100|icon=[[File:Exotic gem.png|20px]]}}) - By establishing a connection with other islands we unlock 3 new contracts.&lt;br /&gt;
*'''Shard Database''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Increases the wave acceleration factor from software by 1% per regular building skill learned (multiplicative). Counts the building skills from all buildings and not just the headquarters.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3862</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3862"/>
		<updated>2025-12-05T03:12:06Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* CPU */ costs for v1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left|link=Special:FilePath/Purple_resource.png]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots and unlocks a new contract.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
The contracts' conditions can be met to increase resource drops in the [[New Round|core game]].&lt;br /&gt;
The total resource drop multiplier is &amp;lt;code&amp;gt;Resource Drop Bonus per Fulfilled Contract^(Fulfilled Contracts+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: Use min. 1 [[Modules|module]] of each type (offensive, defensive, utility and ultimate).&lt;br /&gt;
&lt;br /&gt;
===Activist===&lt;br /&gt;
Conditions: Use min. 4 active [[Modules|modules]]&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use between 3 and 15 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 5 [[Modules|modules]] with a '''#Universal''' tag; at least 3 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 24 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|2}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e4}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e5}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|17||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|18||{{number|1e17}}&lt;br /&gt;
|-&lt;br /&gt;
|19||{{number|1e18}}&lt;br /&gt;
|-&lt;br /&gt;
|20||{{number|1e19}}&lt;br /&gt;
|-&lt;br /&gt;
|21||{{number|1e20}}&lt;br /&gt;
|-&lt;br /&gt;
|22||{{number|1e21}}&lt;br /&gt;
|-&lt;br /&gt;
|23||{{number|1e22}}&lt;br /&gt;
|-&lt;br /&gt;
|24||{{number|1e23}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb|link=Special:FilePath/CPU.png]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 2}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 25}} Hz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|50}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|250}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|1250}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|6250}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|31250}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|156250}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|781250}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|3.906e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|1.9531e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|9.7656e7}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|4.88e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|2.441e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|1.2207e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|6.1035e10}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|3.05e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|1.526e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|7.629e12}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|3.8147e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|1.907e14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb|link=Special:FilePath/RAM.png]] RAM increases the maximum execution budget of the AI. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows a budget of 10000.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
The formula for the execution budget is {{Math|(⌊log&amp;lt;sub&amp;gt;1.459&amp;lt;/sub&amp;gt;(''totalRam'')⌋ + 1) * 100}}, where ''totalRam'' is in bytes (multiply by 1000).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed. (0.1 Wave Acceleration Factor (WAF) per second)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!'' (5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint: &amp;lt;sup&amp;gt;[[Headquarters#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Debug the Overflow&amp;lt;/spoiler&amp;gt;{{number|3e8}}|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge. (7.5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% boost for Era Burst&lt;br /&gt;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}. (log10(distance to 1e11))&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Breach||{{number|5e22}}|| ||Boosts the accel gain from wave streaming based on the highest wave acceleration amount you have ever reached in any region. Formula for multiplier: Log10(10+Highest Acceleration/100)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; (11x) Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. Cubes can be regained over a period of 4 hours (1 hour with the exotic skill '''Trustworthy Trust Fund'''). To compensate this, you are rewarded some gems or exotic gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. [[Infinity]] content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Head Offices''' - Decreases the resource conversion rate of the headquarters by 3% for each tier of the headquarters.&lt;br /&gt;
*'''Data Mining''' - Increases town resource drops by 2% for each CPU upgrade across all servers during tower testing.&lt;br /&gt;
*'''Dealbreaker''' - Increases the base resource drop multiplier for each fulfilled contract by 0.5.&lt;br /&gt;
*'''Extra Servers''' - Increases the max. number of servers per headquarter tier from 2 to 3.&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software at 200% of the original speed while the game is closed. Without this skill the headquarters can continue installing the software at 100% of original speed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Trustworthy Trust Fund''' ({{Number|20|icon=[[File:Exotic gem.png|20px]]}}) - Reduces the total time it takes to regain all resources after a tier up by 3 hours.&lt;br /&gt;
*'''Foreign Contracts''' ({{Number|100|icon=[[File:Exotic gem.png|20px]]}}) - By establishing a connection with other islands we unlock 3 new contracts.&lt;br /&gt;
*'''Shard Database''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Increases the wave acceleration factor from software by 1% per regular building skill learned (multiplicative). Counts the building skills from all buildings and not just the headquarters.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3861</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3861"/>
		<updated>2025-12-05T03:01:17Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Servers */ Update servers more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left|link=Special:FilePath/Purple_resource.png]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots and unlocks a new contract.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
The contracts' conditions can be met to increase resource drops in the [[New Round|core game]].&lt;br /&gt;
The total resource drop multiplier is &amp;lt;code&amp;gt;Resource Drop Bonus per Fulfilled Contract^(Fulfilled Contracts+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: Use min. 1 [[Modules|module]] of each type (offensive, defensive, utility and ultimate).&lt;br /&gt;
&lt;br /&gt;
===Activist===&lt;br /&gt;
Conditions: Use min. 4 active [[Modules|modules]]&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use between 3 and 15 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 5 [[Modules|modules]] with a '''#Universal''' tag; at least 3 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 24 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|2}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e4}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e5}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|17||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|18||{{number|1e17}}&lt;br /&gt;
|-&lt;br /&gt;
|19||{{number|1e18}}&lt;br /&gt;
|-&lt;br /&gt;
|20||{{number|1e19}}&lt;br /&gt;
|-&lt;br /&gt;
|21||{{number|1e20}}&lt;br /&gt;
|-&lt;br /&gt;
|22||{{number|1e21}}&lt;br /&gt;
|-&lt;br /&gt;
|23||{{number|1e22}}&lt;br /&gt;
|-&lt;br /&gt;
|24||{{number|1e23}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb|link=Special:FilePath/CPU.png]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 4}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 25}} Hz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|500}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|2500}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|12500}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|62500}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|312500}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|1.56e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|7.81e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|3.906e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|1.9531e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|9.7656e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|4.88e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|2.441e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|1.2207e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|6.1035e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|3.05e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|1.526e13}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|7.629e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|3.8147e14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb|link=Special:FilePath/RAM.png]] RAM increases the maximum execution budget of the AI. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows a budget of 10000.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
The formula for the execution budget is {{Math|(⌊log&amp;lt;sub&amp;gt;1.459&amp;lt;/sub&amp;gt;(''totalRam'')⌋ + 1) * 100}}, where ''totalRam'' is in bytes (multiply by 1000).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed. (0.1 Wave Acceleration Factor (WAF) per second)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!'' (5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint: &amp;lt;sup&amp;gt;[[Headquarters#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Debug the Overflow&amp;lt;/spoiler&amp;gt;{{number|3e8}}|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge. (7.5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% boost for Era Burst&lt;br /&gt;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}. (log10(distance to 1e11))&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Breach||{{number|5e22}}|| ||Boosts the accel gain from wave streaming based on the highest wave acceleration amount you have ever reached in any region. Formula for multiplier: Log10(10+Highest Acceleration/100)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; (11x) Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. Cubes can be regained over a period of 4 hours (1 hour with the exotic skill '''Trustworthy Trust Fund'''). To compensate this, you are rewarded some gems or exotic gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. [[Infinity]] content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Head Offices''' - Decreases the resource conversion rate of the headquarters by 3% for each tier of the headquarters.&lt;br /&gt;
*'''Data Mining''' - Increases town resource drops by 2% for each CPU upgrade across all servers during tower testing.&lt;br /&gt;
*'''Dealbreaker''' - Increases the base resource drop multiplier for each fulfilled contract by 0.5.&lt;br /&gt;
*'''Extra Servers''' - Increases the max. number of servers per headquarter tier from 2 to 3.&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software at 200% of the original speed while the game is closed. Without this skill the headquarters can continue installing the software at 100% of original speed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Trustworthy Trust Fund''' ({{Number|20|icon=[[File:Exotic gem.png|20px]]}}) - Reduces the total time it takes to regain all resources after a tier up by 3 hours.&lt;br /&gt;
*'''Foreign Contracts''' ({{Number|100|icon=[[File:Exotic gem.png|20px]]}}) - By establishing a connection with other islands we unlock 3 new contracts.&lt;br /&gt;
*'''Shard Database''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Increases the wave acceleration factor from software by 1% per regular building skill learned (multiplicative). Counts the building skills from all buildings and not just the headquarters.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3860</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3860"/>
		<updated>2025-12-05T02:59:52Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Technology */ Update servers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left|link=Special:FilePath/Purple_resource.png]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots and unlocks a new contract.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
The contracts' conditions can be met to increase resource drops in the [[New Round|core game]].&lt;br /&gt;
The total resource drop multiplier is &amp;lt;code&amp;gt;Resource Drop Bonus per Fulfilled Contract^(Fulfilled Contracts+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: Use min. 1 [[Modules|module]] of each type (offensive, defensive, utility and ultimate).&lt;br /&gt;
&lt;br /&gt;
===Activist===&lt;br /&gt;
Conditions: Use min. 4 active [[Modules|modules]]&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use between 3 and 15 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 5 [[Modules|modules]] with a '''#Universal''' tag; at least 3 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 24 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|2}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e4}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e5}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb|link=Special:FilePath/CPU.png]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 4}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 25}} Hz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|500}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|2500}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|12500}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|62500}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|312500}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|1.56e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|7.81e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|3.906e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|1.9531e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|9.7656e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|4.88e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|2.441e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|1.2207e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|6.1035e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|3.05e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|1.526e13}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|7.629e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|3.8147e14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb|link=Special:FilePath/RAM.png]] RAM increases the maximum execution budget of the AI. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows a budget of 10000.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
The formula for the execution budget is {{Math|(⌊log&amp;lt;sub&amp;gt;1.459&amp;lt;/sub&amp;gt;(''totalRam'')⌋ + 1) * 100}}, where ''totalRam'' is in bytes (multiply by 1000).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed. (0.1 Wave Acceleration Factor (WAF) per second)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!'' (5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint: &amp;lt;sup&amp;gt;[[Headquarters#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Debug the Overflow&amp;lt;/spoiler&amp;gt;{{number|3e8}}|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge. (7.5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% boost for Era Burst&lt;br /&gt;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}. (log10(distance to 1e11))&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Breach||{{number|5e22}}|| ||Boosts the accel gain from wave streaming based on the highest wave acceleration amount you have ever reached in any region. Formula for multiplier: Log10(10+Highest Acceleration/100)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; (11x) Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. Cubes can be regained over a period of 4 hours (1 hour with the exotic skill '''Trustworthy Trust Fund'''). To compensate this, you are rewarded some gems or exotic gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. [[Infinity]] content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Head Offices''' - Decreases the resource conversion rate of the headquarters by 3% for each tier of the headquarters.&lt;br /&gt;
*'''Data Mining''' - Increases town resource drops by 2% for each CPU upgrade across all servers during tower testing.&lt;br /&gt;
*'''Dealbreaker''' - Increases the base resource drop multiplier for each fulfilled contract by 0.5.&lt;br /&gt;
*'''Extra Servers''' - Increases the max. number of servers per headquarter tier from 2 to 3.&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software at 200% of the original speed while the game is closed. Without this skill the headquarters can continue installing the software at 100% of original speed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Trustworthy Trust Fund''' ({{Number|20|icon=[[File:Exotic gem.png|20px]]}}) - Reduces the total time it takes to regain all resources after a tier up by 3 hours.&lt;br /&gt;
*'''Foreign Contracts''' ({{Number|100|icon=[[File:Exotic gem.png|20px]]}}) - By establishing a connection with other islands we unlock 3 new contracts.&lt;br /&gt;
*'''Shard Database''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Increases the wave acceleration factor from software by 1% per regular building skill learned (multiplicative). Counts the building skills from all buildings and not just the headquarters.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3845</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3845"/>
		<updated>2025-11-24T09:14:48Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* RAM */ Execution budget formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left|link=Special:FilePath/Purple_resource.png]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots and unlocks a new contract.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
The contracts' conditions can be met to increase resource drops in the [[New Round|core game]].&lt;br /&gt;
The total resource drop multiplier is &amp;lt;code&amp;gt;Resource Drop Bonus per Fulfilled Contract^(Fulfilled Contracts+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: Use min. 1 [[Modules|module]] of each type (offensive, defensive, utility and ultimate).&lt;br /&gt;
&lt;br /&gt;
===Activist===&lt;br /&gt;
Conditions: Use min. 4 active [[Modules|modules]]&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use between 3 and 15 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
&lt;br /&gt;
*This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 5 [[Modules|modules]] with a '''#Universal''' tag; at least 3 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|10000}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|100000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e17}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb|link=Special:FilePath/CPU.png]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 4}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 25}} Hz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|500}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|2500}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|12500}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|62500}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|312500}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|1.56e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|7.81e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|3.906e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|1.9531e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|9.7656e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|4.88e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|2.441e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|1.2207e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|6.1035e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|3.05e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|1.526e13}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|7.629e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|3.8147e14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb|link=Special:FilePath/RAM.png]] RAM increases the maximum execution budget of the AI. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows a budget of 10000.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
The formula for the execution budget is {{Math|(⌊log&amp;lt;sub&amp;gt;1.459&amp;lt;/sub&amp;gt;(''totalRam'')⌋ + 1) * 100}}, where ''totalRam'' is in bytes (multiply by 1000).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed. (0.1 Wave Acceleration Factor (WAF) per second)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!'' (5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint: &amp;lt;sup&amp;gt;[[Headquarters#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Debug the Overflow&amp;lt;/spoiler&amp;gt;{{number|3e8}}|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge. (7.5x wave streaming speed)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% boost for Era Burst&lt;br /&gt;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}. (log10(distance to 1e11))&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Breach||{{number|5e22}}|| ||Boosts the accel gain from wave streaming based on the highest wave acceleration amount you have ever reached in any region. Formula for multiplier: Log10(10+Highest Acceleration/100)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; (11x) Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. Cubes can be regained over a period of 4 hours (1 hour with the exotic skill '''Trustworthy Trust Fund'''). To compensate this, you are rewarded some gems or exotic gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. [[Infinity]] content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Increases the base resource drop multiplier for each fulfilled contract by 0.5.&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Trustworthy Trust Fund''' ({{Number|20|icon=[[File:Exotic gem.png|20px]]}}) - Reduces the total time it takes to regain all resources after a tier up by 3 hours.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3603</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3603"/>
		<updated>2024-12-12T00:57:06Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Mechanics */ Milk and coal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleighs''': 2 worker slots by default (Upgrades give more sleighs)&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Upgrades to the '''Expedition Sleigh Pad''' increase slots in the toy box.&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.|link=Special:FilePath/Cookie_Mechanics_1.png]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck. Note that milk efficiency is normally 0 for coal, but with a calendar upgrade it has a x0.15 multiplier.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||250*'''tier'''*'''100^tier'''||{{Number|25000}}||{{Number|5000000}}||{{Number|750000000}}||{{Number|100000000000}}||{{Number|12500000000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!'''Toy (Tower Bonuses)'''&lt;br /&gt;
!Common (1 Tower Bonus)&lt;br /&gt;
!Uncommon (1-2 Tower Bonuses)&lt;br /&gt;
!Rare (2 Tower Bonuses)&lt;br /&gt;
!Epic (2-3 Tower Bonuses)&lt;br /&gt;
!Legendary (3 Tower Bonuses)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car (Attack Range, Attack Speed, Tower Testing XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and/or 1.3-1.5x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.2-1.4x candy canes and/or 1.4-1.7x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-1.6x candy canes and 1.5-2x item luck factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker (Dropchance, Damage, Town XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 workers&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+3-10 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +6-12 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear (Energy Cost, Town XP, Attack Range)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
|6-15% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |10-20% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |15-30% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |20-40% overheat production/ 10 C&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum (Dropchance, Cooldown, Damage)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-2x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.5-3 efficiency per worker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck (Cooldown, Energy Regen, Attack Speed)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.15-1.25 milk bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat (Cooldown, Damage, Energy Regen)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10 C minimum heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20 C minimum heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -20 - -30 C minimum heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -30 - -40 minimum heat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker (Town XP, Energy Cost, Attack Speed)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5 maximum workers&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +4-12 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +5-15 maximum workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train (Energy Regen, Dropchance, Tower Testing XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-10% production/building tier&lt;br /&gt;
| +3-15% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +12-25% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-35% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-50% production/building tier&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles (Tower Testing XP, Attack Range, Energy Cost)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10 C heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-40 C heat&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town XP Factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing XP Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40-75%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+8-15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1 - -.3%&lt;br /&gt;
| -.2 - -.6%&lt;br /&gt;
| -.3 - -.8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.4 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-1 - -2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3.5-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1 - -.2%&lt;br /&gt;
| -.2 - -.4%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3 - -.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -.4 - -.9%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.5 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+6-12%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===2024===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and is nice when it is cold, especially because 2024 starts at -10 C.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3&lt;br /&gt;
-10 C temperature&lt;br /&gt;
|}Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk, especially as it reduces the temperature.&lt;br /&gt;
====Day 3 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Coal Factory'''&lt;br /&gt;
|Own base heat level +20 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Snowman'''&lt;br /&gt;
'''Toy Factory'''&lt;br /&gt;
|4% discount per 10 C below 0&lt;br /&gt;
+10 C heat&lt;br /&gt;
|}Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is possibly a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both. Coal factory is quite nice with one of tomorrow's perks though.&lt;br /&gt;
&lt;br /&gt;
Getting a discount from the snowman is very useful&lt;br /&gt;
====Day 4 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+25% production per heat level above 0 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.25x temperature factor and 20&amp;amp;deg;C becomes 1.5x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers. If the filled-building perk becomes available, you may sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===2022-2023===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 3 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 4 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
====Day 7 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 8 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 9 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 10 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 11 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 12 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3602</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3602"/>
		<updated>2024-12-11T23:51:25Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Upgrades */ Confirmed last sleigh cost&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleighs''': 2 worker slots by default (Upgrades give more sleighs)&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Upgrades to the '''Expedition Sleigh Pad''' increase slots in the toy box.&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.|link=Special:FilePath/Cookie_Mechanics_1.png]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||250*'''tier'''*'''100^tier'''||{{Number|25000}}||{{Number|5000000}}||{{Number|750000000}}||{{Number|100000000000}}||{{Number|12500000000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!'''Toy (Tower Bonuses)'''&lt;br /&gt;
!Common (1 Tower Bonus)&lt;br /&gt;
!Uncommon (1-2 Tower Bonuses)&lt;br /&gt;
!Rare (2 Tower Bonuses)&lt;br /&gt;
!Epic (2-3 Tower Bonuses)&lt;br /&gt;
!Legendary (3 Tower Bonuses)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car (Attack Range, Attack Speed, Tower Testing XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and/or 1.3-1.5x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.2-1.4x candy canes and/or 1.4-1.7x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-1.6x candy canes and 1.5-2x item luck factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker (Dropchance, Damage, Town XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 workers&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+3-10 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +6-12 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear (Energy Cost, Town XP, Attack Range)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
|6-15% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |10-20% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |15-30% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |20-40% overheat production/ 10 C&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum (Dropchance, Cooldown, Damage)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-2x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.5-3 efficiency per worker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck (Cooldown, Energy Regen, Attack Speed)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.15-1.25 milk bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat (Cooldown, Damage, Energy Regen)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10 C minimum heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20 C minimum heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -20 - -30 C minimum heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -30 - -40 minimum heat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker (Town XP, Energy Cost, Attack Speed)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5 maximum workers&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +4-12 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +5-15 maximum workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train (Energy Regen, Dropchance, Tower Testing XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-10% production/building tier&lt;br /&gt;
| +3-15% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +12-25% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-35% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-50% production/building tier&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles (Tower Testing XP, Attack Range, Energy Cost)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10 C heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-40 C heat&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town XP Factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing XP Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40-75%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+8-15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1 - -.3%&lt;br /&gt;
| -.2 - -.6%&lt;br /&gt;
| -.3 - -.8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.4 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-1 - -2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3.5-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1 - -.2%&lt;br /&gt;
| -.2 - -.4%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3 - -.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -.4 - -.9%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.5 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+6-12%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===2024===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and is nice when it is cold, especially because 2024 starts at -10 C.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3&lt;br /&gt;
-10 C temperature&lt;br /&gt;
|}Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk, especially as it reduces the temperature.&lt;br /&gt;
====Day 3 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Coal Factory'''&lt;br /&gt;
|Own base heat level +20 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Snowman'''&lt;br /&gt;
'''Toy Factory'''&lt;br /&gt;
|4% discount per 10 C below 0&lt;br /&gt;
+10 C heat&lt;br /&gt;
|}Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is possibly a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both. Coal factory is quite nice with one of tomorrow's perks though.&lt;br /&gt;
&lt;br /&gt;
Getting a discount from the snowman is very useful&lt;br /&gt;
====Day 4 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+25% production per heat level above 0 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.25x temperature factor and 20&amp;amp;deg;C becomes 1.5x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers. If the filled-building perk becomes available, you may sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===2022-2023===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 3 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 4 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
====Day 7 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 8 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 9 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 10 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 11 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 12 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3601</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3601"/>
		<updated>2024-12-11T07:21:40Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Upgrades */ Slightly speculative formula for sleigh pad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleighs''': 2 worker slots by default (Upgrades give more sleighs)&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Upgrades to the '''Expedition Sleigh Pad''' increase slots in the toy box.&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.|link=Special:FilePath/Cookie_Mechanics_1.png]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||250*'''tier'''*'''100^tier'''||{{Number|25000}}||{{Number|5000000}}||{{Number|750000000}}||{{Number|100000000000}}||{{Number|?}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!'''Toy (Tower Bonuses)'''&lt;br /&gt;
!Common (1 Tower Bonus)&lt;br /&gt;
!Uncommon (1-2 Tower Bonuses)&lt;br /&gt;
!Rare (2 Tower Bonuses)&lt;br /&gt;
!Epic (2-3 Tower Bonuses)&lt;br /&gt;
!Legendary (3 Tower Bonuses)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car (Attack Range, Attack Speed, Tower Testing XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and/or 1.3-1.5x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.2-1.4x candy canes and/or 1.4-1.7x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-1.6x candy canes and 1.5-2x item luck factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker (Dropchance, Damage, Town XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 workers&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+3-10 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +6-12 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear (Energy Cost, Town XP, Attack Range)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
|6-15% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |10-20% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |15-30% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |20-40% overheat production/ 10 C&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum (Dropchance, Cooldown, Damage)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-2x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.5-3 efficiency per worker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck (Cooldown, Energy Regen, Attack Speed)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.15-1.25 milk bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat (Cooldown, Damage, Energy Regen)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10 C minimum heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20 C minimum heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -20 - -30 C minimum heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -30 - -40 minimum heat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker (Town XP, Energy Cost, Attack Speed)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5 maximum workers&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +4-12 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +5-15 maximum workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train (Energy Regen, Dropchance, Tower Testing XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-10% production/building tier&lt;br /&gt;
| +3-15% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +12-25% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-35% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-50% production/building tier&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles (Tower Testing XP, Attack Range, Energy Cost)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10 C heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-40 C heat&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town XP Factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing XP Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40-75%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+8-15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1 - -.3%&lt;br /&gt;
| -.2 - -.6%&lt;br /&gt;
| -.3 - -.8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.4 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-1 - -2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3.5-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1 - -.2%&lt;br /&gt;
| -.2 - -.4%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3 - -.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -.4 - -.9%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.5 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+6-12%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===2024===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and is nice when it is cold, especially because 2024 starts at -10 C.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3&lt;br /&gt;
-10 C temperature&lt;br /&gt;
|}Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk, especially as it reduces the temperature.&lt;br /&gt;
====Day 3 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Coal Factory'''&lt;br /&gt;
|Own base heat level +20 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Snowman'''&lt;br /&gt;
'''Toy Factory'''&lt;br /&gt;
|4% discount per 10 C below 0&lt;br /&gt;
+10 C heat&lt;br /&gt;
|}Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is possibly a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both. Coal factory is quite nice with one of tomorrow's perks though.&lt;br /&gt;
&lt;br /&gt;
Getting a discount from the snowman is very useful&lt;br /&gt;
====Day 4 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+25% production per heat level above 0 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.25x temperature factor and 20&amp;amp;deg;C becomes 1.5x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers. If the filled-building perk becomes available, you may sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===2022-2023===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 3 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 4 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
====Day 7 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 8 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 9 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 10 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 11 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 12 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3600</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3600"/>
		<updated>2024-12-10T08:16:25Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Upgrades */ Sleigh pad costs and formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -20&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleighs''': 2 worker slots by default (Upgrades give more sleighs)&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Upgrades to the '''Expedition Sleigh Pad''' increase slots in the toy box.&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.|link=Special:FilePath/Cookie_Mechanics_1.png]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||'''none'''||{{Number|25000}}||{{Number|5000000}}||{{Number|750000000}}||{{Number|100000000000}}||{{Number|?}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!'''Toy (Tower Bonuses)'''&lt;br /&gt;
!Common (1 Tower Bonus)&lt;br /&gt;
!Uncommon (1-2 Tower Bonuses)&lt;br /&gt;
!Rare (2 Tower Bonuses)&lt;br /&gt;
!Epic (2-3 Tower Bonuses)&lt;br /&gt;
!Legendary (3 Tower Bonuses)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car (Attack Range, Attack Speed, Tower Testing XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and/or 1.3-1.5x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.2-1.4x candy canes and/or 1.4-1.7x luck factor&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-1.6x candy canes and 1.5-2x item luck factor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker (Dropchance, Damage, Town XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 workers&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+3-10 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +6-12 workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear (Energy Cost, Town XP, Attack Range)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
|6-15% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |10-20% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |15-30% overheat production/10 C&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |20-40% overheat production/ 10 C&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum (Dropchance, Cooldown, Damage)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.3-2x efficiency per worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.5-3 efficiency per worker&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck (Cooldown, Energy Regen, Attack Speed)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.15-1.25 milk bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat (Cooldown, Damage, Energy Regen)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10 C minimum heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20 C minimum heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -20 - -30 C minimum heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -30 - -40 minimum heat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker (Town XP, Energy Cost, Attack Speed)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5 maximum workers&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +4-12 maximum workers&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +5-15 maximum workers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train (Energy Regen, Dropchance, Tower Testing XP)&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-10% production/building tier&lt;br /&gt;
| +3-15% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +12-25% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-35% production/building tier&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-50% production/building tier&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles (Tower Testing XP, Attack Range, Energy Cost)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10 C heat&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +30-40 C heat&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town XP Factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing XP Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage Factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+40-75%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+8-15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1 - -.3%&lt;br /&gt;
| -.2 - -.6%&lt;br /&gt;
| -.3 - -.8%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.4 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-1 - -2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3.5-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2-5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1 - -.2%&lt;br /&gt;
| -.2 - -.4%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3 - -.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -.4 - -.9%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.5 - -1%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+6-12%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===2024===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and is nice when it is cold, especially because 2024 starts at -10 C.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3&lt;br /&gt;
-10 C temperature&lt;br /&gt;
|}Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk, especially as it reduces the temperature.&lt;br /&gt;
====Day 3 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Coal Factory'''&lt;br /&gt;
|Own base heat level +20 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Snowman'''&lt;br /&gt;
'''Toy Factory'''&lt;br /&gt;
|4% discount per 10 C below 0&lt;br /&gt;
+10 C heat&lt;br /&gt;
|}Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is possibly a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both. Coal factory is quite nice with one of tomorrow's perks though.&lt;br /&gt;
&lt;br /&gt;
Getting a discount from the snowman is very useful&lt;br /&gt;
====Day 4 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+25% production per heat level above 0 C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.25x temperature factor and 20&amp;amp;deg;C becomes 1.5x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers. If the filled-building perk becomes available, you may sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2024)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===2022-2023===&lt;br /&gt;
&lt;br /&gt;
====Day 1 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
====Day 2 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 3 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
====Day 4 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
====Day 5 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Day 6 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
====Day 7 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 8 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 9 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 10 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 11 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Day 12 (2022-2023)====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3592</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3592"/>
		<updated>2024-12-02T02:11:27Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Expeditions */ Change advice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedition, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
The consensus is that 1h dangerous expeditions (on Auto-Restart) have the highest overall expected value. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and 1.3-1.5x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 more workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| +3-10 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|6-15% overheat production.10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.1x production/building tier&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.15x production/building tier&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x production/building tier&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town xp factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing xp factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1-.3%&lt;br /&gt;
| -.2-.6%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3-.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1-.2%&lt;br /&gt;
| -.2-.4%&lt;br /&gt;
|&lt;br /&gt;
| -.4-.9%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3, -10 C freeze temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3591</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3591"/>
		<updated>2024-12-02T02:02:55Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Mechanics */ Milk efficiency and ducks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.|link=Special:FilePath/Event_Winter_Wonderland_Sleigh.png]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 10 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px|link=Special:FilePath/White_resource.png]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
*'''Candy Canes''' - Given to the '''Snowman''' for more presents.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 10 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 10 resources.&lt;br /&gt;
&lt;br /&gt;
*'''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
**'''Coal Miners''': 25 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
*'''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
**'''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
**'''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
*'''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
**'''Paper Mill''': 15 worker slots by default&lt;br /&gt;
**'''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
**'''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
**'''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
**'''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
**'''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
*'''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
**'''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
**'''Milking Station''': 10 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
*'''Expedition Sleigh Pad''':&amp;lt;br /&amp;gt;''To infinity and beyond. Send sleighs on expeditions to retrieve precious gifts and candy canes.''&lt;br /&gt;
**'''Expedition Sleigh 1''': 2 worker slots by default&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
*'''Snowman'''&lt;br /&gt;
**''Carrots are not his only speciality. Expert dealer when it comes to candy canes and gifts.''&lt;br /&gt;
**Default minimum freezing temperature: N/A&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|20%||5%||6.667%||10%||10%||10%||5%||10%||5%||10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk&amp;lt;sup&amp;gt;0.03&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. A calendar upgrade to the formula changes it to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(2) * milk&amp;lt;sup&amp;gt;0.04&amp;lt;/sup&amp;gt; / 4)&amp;lt;sup&amp;gt;efficiency&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The '''milk efficiency''' in these formulas is typically 1, but can be 1.15 with a calendar upgrade, and is multiplied by the bonus from an equipped duck.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Coal!!Cookies!!Paper Mill!!Wrapping!!Toys!!Trees!!Deer!!School!!Milk Train!!Milking&lt;br /&gt;
|-&lt;br /&gt;
|N/A||4||1 -&amp;gt; 1||1+1 -&amp;gt; 1||1||1||2||1 -&amp;gt; 1||1 -&amp;gt; 1||0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Building!!Formula!!T1!!T2!!T3!!T4!!T5!!T6!!T7!!T8!!T9!!T10&lt;br /&gt;
|-&lt;br /&gt;
|Coal Factory||100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1)||100||{{Number|12000}}||{{Number|1440000}}||{{Number|172800000}}||{{Number|20736000000}}|| colspan=&amp;quot;5&amp;quot; style=&amp;quot;text-align:center&amp;quot; |MAXED&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Factory||&amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt;||&amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt;||{{Number|4000}}||{{Number|125000}}||{{Number|500000}}||{{Number|1250000}}||{{Number|3000000}}||{{Number|5000000}}||{{Number|10000000}}||{{Number|17500000}}||{{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
|Gingerbread House||100*12^(tier-1)||100||{{Number|1200}}||{{Number|14400}}||{{Number|172800}}||{{Number|2073600}}||{{Number|24883200}}||{{Number|298598400}}||{{Number|3583180800}}||{{Number|42998169600}}||{{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
|Present Factory||500*12^(tier-1)||500||{{Number|6000}}||{{Number|72000}}||{{Number|864000}}||{{Number|10368000}}||{{Number|124416000}}||{{Number|1492992000}}||{{Number|17915904000}}||{{Number|214990848000}}||{{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
|Toy Factory||350*12^(tier-1)||350||{{Number|4200}}||{{Number|50400}}||{{Number|604800}}||{{Number|7257600}}||{{Number|87091200}}||{{Number|1045094400}}||{{Number|12541132800}}||{{Number|150493593600}}||{{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
|Tree Factory||200*12^(tier-1)||200||{{Number|2400}}||{{Number|28800}}||{{Number|345600}}||{{Number|4147200}}||{{Number|49766400}}||{{Number|597196800}}||{{Number|7166361600}}||{{Number|85996339200}}||{{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Farm||250*12^(tier-1)||250||{{Number|3000}}||{{Number|36000}}||{{Number|432000}}||{{Number|5184000}}||{{Number|62208000}}||{{Number|746496000}}||{{Number|8957952000}}||{{Number|107495424000}}||{{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer School||400*12^(tier-1)||400||{{Number|4800}}||{{Number|57600}}||{{Number|691200}}||{{Number|8294400}}||{{Number|99532800}}||{{Number|1194393600}}||{{Number|14332723200}}||{{Number|171992678400}}||{{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
|Reindeer Milk Farm||100000*12^(tier-1)||{{Number|100000}}||{{Number|1200000}}||{{Number|14400000}}||{{Number|172800000}}||{{Number|2073600000}}||{{Number|24883200000}}||{{Number|298598400000}}||{{Number|3583180800000}}||{{Number|42998169600000}}||{{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|Expedition Sleigh Pad||25000*?||{{Number|25000}}||{{Number|5 M (5e6)}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}||{{Number|?}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Expeditions==&lt;br /&gt;
Gives gifts and candy canes based on amount of time on an expedtion, with the choices of 15m, 30m, 1h, 2h, 4h&lt;br /&gt;
&lt;br /&gt;
*15m: 20% chance of gift&lt;br /&gt;
*30m: 45% chance of gift&lt;br /&gt;
*1h: 65% chance of gift&lt;br /&gt;
*2h: 85% chance of gift&lt;br /&gt;
*4h: 100% chance of gift&lt;br /&gt;
&lt;br /&gt;
30m are the best for gifts until 4h's, which have a 0.02% higher chance of a gift I'd recommend a calculator like https://dskjal.com/statistics/chance-calculator.html. Your reward does change based on difficulty of the expedition too, which has 3 options: Safe, Treacherous, and Dangerous. The candy canes rewarded always increased, but the chance of a box decreases, however, the rarity of the box increases.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Below is a list of toys and their effects/possible effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Common&lt;br /&gt;
!Uncommon&lt;br /&gt;
!Rare&lt;br /&gt;
!Epic&lt;br /&gt;
!Legendary&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Car&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.02-1.12x candy canes or 1.01-1.15x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.08-1.16x candy canes or 1.15-1.3x luck factor&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x candy canes and 1.3-1.5x luck factor&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses &lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Gingerbread Worker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 more workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +2-6 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| +3-10 more workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Teddy Bear&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1-8% overheat production/10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|6-15% overheat production.10 C&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Drum&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |x1.01-1.2 efficiency per worker&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.1-1.4x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
|1.2-1.7x efficiency per worker&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Rubber Duck&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.01-1.08 Milk bonus&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|^1.03-1.12 milk bonus&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.05-1.15 milk bonus&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |^1.1-1.2 milk bonus&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Festive Hat&lt;br /&gt;
| -10 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | -10 - -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| -20 C minimum heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Nutcracker&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +1-3 maximum workers&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| +2-5 maximum workers&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +3-8 maximum workers&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Toy Train&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.01-1.1x production/building tier&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
|1.03-1.15x production/building tier&lt;br /&gt;
&lt;br /&gt;
1-2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |1.12-1.25x production/building tier&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |Candles&lt;br /&gt;
| +10 C heat&lt;br /&gt;
&lt;br /&gt;
1 tower bonus&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +10-20 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20 C heat&lt;br /&gt;
&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; | +20-30 C heat&lt;br /&gt;
2 tower bonuses&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;&amp;quot; |&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Town xp factor&lt;br /&gt;
| +1-5%&lt;br /&gt;
| +2-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Tower Testing xp factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-15%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Damage factor&lt;br /&gt;
| +1-10%&lt;br /&gt;
| +5-20%&lt;br /&gt;
| +15-30%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Module Dropchance&lt;br /&gt;
| +1-2%&lt;br /&gt;
| +1.5-3.5%&lt;br /&gt;
| +3-8%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Cost&lt;br /&gt;
| -.1-.3%&lt;br /&gt;
| -.2-.6%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-.3-.8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Range&lt;br /&gt;
| +0.2-0.6%&lt;br /&gt;
| +0.6-1%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-2%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +2-3.5%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Attack Speed&lt;br /&gt;
| +0.5-1%&lt;br /&gt;
| +0.75-2%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1-3.5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Cooldown&lt;br /&gt;
| -.1-.2%&lt;br /&gt;
| -.2-.4%&lt;br /&gt;
|&lt;br /&gt;
| -.4-.9%&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;vertical-align:bottom;&amp;quot;&lt;br /&gt;
|Energy Regen&lt;br /&gt;
| +0.1-2%&lt;br /&gt;
| +1-5%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3-8%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +4-10%&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.|link=Special:FilePath/Event_Winter_Wonderland_Quests.png]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
&lt;br /&gt;
*Have 50 or more elven workers&lt;br /&gt;
*Produce over {{Number|8e9}} presents&lt;br /&gt;
*Train over {{Number|1e7}} reindeers&lt;br /&gt;
*Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
*Repair all buildings&lt;br /&gt;
*Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.|link=Special:FilePath/Event_Winter_Wonderland_Upgrade_Calendar.png]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||+10 C base heat&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have, especially because 2024 starts at -10 X.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 10%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a possible later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2024)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Reset Cooldown'''&lt;br /&gt;
|Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''&lt;br /&gt;
|Efficiency per worker x3, -10 C freeze temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 1 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12 (2022-2023)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Desmos: [https://www.desmos.com/calculator/uh1bwqj0zf History of recorded temperatures]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3496</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3496"/>
		<updated>2024-08-27T03:31:05Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Manufacture */ Add machine speed, simplify formula&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^(Machine_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;
&lt;br /&gt;
====Speed Boost Per Machine Tier====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&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;
{| 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 Item 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 || 50t || 50 || 100 || 150 || 200 || 250 || 300 || 350 || 400 || 450 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Dust (Downtier) || Dust || 4 || 2(t+1) || style=&amp;quot;background-color: silver;&amp;quot;|4 || 6 || 8 || 10 || 12 || 14 || 16 || 18 || 20 || 22&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: &amp;lt;code&amp;gt;1+ Base + Mult*((stack size-1)/10&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;)&amp;lt;sup&amp;gt;Exponent&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. The max boosts for individual stacks are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  &lt;br /&gt;
!colspan=3 style=&amp;quot;border-left: 2px solid grey&amp;quot;| Tier 1&lt;br /&gt;
!colspan=3 style=&amp;quot;border-left: 2px solid grey&amp;quot;| Tier 2&lt;br /&gt;
!colspan=3 style=&amp;quot;border-left: 2px solid grey&amp;quot;| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!style=&amp;quot;border-left: 2px solid grey&amp;quot;| B !! M !! E&lt;br /&gt;
!style=&amp;quot;border-left: 2px solid grey&amp;quot;| B !! M !! E&lt;br /&gt;
!style=&amp;quot;border-left: 2px solid grey&amp;quot;| B !! M !! E&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.01||.01||.05&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.02||.03||.05&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.05||.05||.05&lt;br /&gt;
|-&lt;br /&gt;
| Producer production&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.01||.99||.05&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.05||1.7||.05&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.25||2.75||.05&lt;br /&gt;
|-&lt;br /&gt;
| Resource drops&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.05||1.95||.2&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.15||2.35||.2&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.75||2.25||.2&lt;br /&gt;
|-&lt;br /&gt;
| Machine speed&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.01||.24||.08&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.05||.35||.08&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.10||.90||.08&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>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3495</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3495"/>
		<updated>2024-08-26T02:47:42Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Manufacture */ Correct formula, redo 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^(Machine_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;
&lt;br /&gt;
====Speed Boost Per Machine Tier====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&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;
{| 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 Item 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 || 50t || 50 || 100 || 150 || 200 || 250 || 300 || 350 || 400 || 450 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Dust (Downtier) || Dust || 4 || 2(t+1) || style=&amp;quot;background-color: silver;&amp;quot;|4 || 6 || 8 || 10 || 12 || 14 || 16 || 18 || 20 || 22&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: &amp;lt;code&amp;gt;1+ Base + Mult*((stack size-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;&amp;lt;/code&amp;gt;. The max boosts for individual stacks are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  &lt;br /&gt;
!colspan=3 style=&amp;quot;border-left: 2px solid grey&amp;quot;| Tier 1&lt;br /&gt;
!colspan=3 style=&amp;quot;border-left: 2px solid grey&amp;quot;| Tier 2&lt;br /&gt;
!colspan=3 style=&amp;quot;border-left: 2px solid grey&amp;quot;| Tier 3&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!style=&amp;quot;border-left: 2px solid grey&amp;quot;| B !! M !! E&lt;br /&gt;
!style=&amp;quot;border-left: 2px solid grey&amp;quot;| B !! M !! E&lt;br /&gt;
!style=&amp;quot;border-left: 2px solid grey&amp;quot;| B !! M !! E&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.01||.01||.05&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.02||.03||.05&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.05||.05||.05&lt;br /&gt;
|-&lt;br /&gt;
| Producer production&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.01||.99||.05&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.05||1.7||.05&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.25||2.75||.05&lt;br /&gt;
|-&lt;br /&gt;
| Resource drops&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.05||1.95||.2&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.15||2.35||.2&lt;br /&gt;
|style=&amp;quot;border-left: 2px solid grey&amp;quot;|.75||2.25||.2&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>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3465</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=3465"/>
		<updated>2024-05-13T21:40:03Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Machines */ Clarify Machine vs. Item tiers&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^(Machine_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;
&lt;br /&gt;
====Speed Boost Per Machine Tier====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&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;
{| 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 Item 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>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=3418</id>
		<title>Power Plant</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=3418"/>
		<updated>2024-03-16T03:13:38Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Plasma Turbine */ Fix notes for upgrades&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=6|ConversionRate=800|Image=Powerplant.png|Color=Yellow|ColorCode=#E6C900}}&lt;br /&gt;
[[File:Yellow resource.png|left]]&lt;br /&gt;
The '''Power Plant''' is a building used to generate electricity to give speed boosts to other buildings.&lt;br /&gt;
[[File:PowerPlant.png|thumb|Power plant example]]&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Power Grid==&lt;br /&gt;
The power grid is where you place structures in order to generate and store energy.&lt;br /&gt;
&lt;br /&gt;
You can place structures by selecting one from the list on the left of the screen, and then clicking an empty tile.&lt;br /&gt;
&lt;br /&gt;
To delete a structure, right-click the filled tile while not having any structure selected from the list. Doing so will refund you 25% of the resource you spent buying the component. This can be increased to 50% if you have Component Recycling Skill.&lt;br /&gt;
&lt;br /&gt;
Structures can connect with each other without the use of pipes, but pipes can be used to use resources more efficiently at times. &lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
This is where you spend your energy to speed up other buildings:&lt;br /&gt;
&lt;br /&gt;
*[[Construction Firm]]: Reduces construction time for buildings.&lt;br /&gt;
*[[Factory]]: Speeds up shard refining, store reload, machine speed, and fabricator speed.&lt;br /&gt;
*[[Mine]]: Speeds up the drill, asteroid mining time, and asteroid scanning time.&lt;br /&gt;
*[[Headquarters]]: Speeds up download of software and how fast contracts run out.&lt;br /&gt;
*[[Shipyard]]: Speeds up shipments.&lt;br /&gt;
*[[Museum]]: speeds up artifact research time and offshore market refresh time.&lt;br /&gt;
* &amp;lt;spoiler&amp;gt;[[Workshop]]: To boost [[Workshop]] you need an [[Era]] artifact. Boosting the workshop is only relevant for Era-related activities.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*[[Arcade]]: On its own, it only speeds up the cooldown timer of &amp;quot;Refresh Wheel.&amp;quot; To effectively boost the [[arcade]] you need to have something else (located in the spoiler below), which reduces the time between delays (such as time between stopping jumble rows) and increases the speed of the lucky wheel. &amp;lt;spoiler&amp;gt;The darkness [[infinity]] stone grants this power.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*[[Trading Post]]: reduces the time between perk refreshes and the timer to reset trades&lt;br /&gt;
&lt;br /&gt;
The more energy you use, the longer and stronger the boost is. &lt;br /&gt;
&lt;br /&gt;
You can boost multiple buildings at the same time, but if they are boosted at &amp;lt;i&amp;gt;exactly&amp;lt;/i&amp;gt; the same time then they have to split the energy for the boost, and so the boosts will be weaker. If you are using workers to restart boosts this isn't a problem in practice, because the periods of each building are different, and so each building will end up boosted at a unique time.&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
&lt;br /&gt;
Boosting applies a percentage of the total available energy (10%, 25%, 50% or 100% depending on your selection) towards boosting. If there are multiple buildings being boosted simultaneously, the energy is split between them. (This splitting will not be shown in the preview numbers before you boost, but it will be apparent afterwards.) Call this energy being allocated to boosting a building &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Then &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt; is divided between time and effectiveness based on the position of the slider. For effectiveness, the slider runs from 1% to 100% of &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt;, and for time the slider runs from 100% to 1%. This does mean that the overall energy sums to 101%! Call the amount after the the slider &amp;lt;code&amp;gt;PostSlider&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For both time and effectiveness, &amp;lt;code&amp;gt;PostSlider&amp;lt;/code&amp;gt; is used as follows: &amp;lt;code&amp;gt;Result = log(PostSlider) * Perks * BaseValue&amp;lt;/code&amp;gt;. When displayed, &amp;lt;code&amp;gt;Result&amp;lt;/code&amp;gt; is rounded for effectiveness, but truncated for time. The base for the log is 10 normally, or 7 with the Super Boost skill. Perks include Town Perks, as well as the 1.25 multiplier from Max Power if at full power (only applies to effectiveness). The table of &amp;lt;code&amp;gt;BaseValues&amp;lt;/code&amp;gt; is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Time !! Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| Construction Firm || 4:00 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Factory || 3:00 || 15%&lt;br /&gt;
|-&lt;br /&gt;
| Mine || 3:20 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| Headquarters || 2:00 || 22%&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard || 5:00 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Museum || 3:00 || 15%&lt;br /&gt;
|-&lt;br /&gt;
| {{Inline spoiler|Workshop}} || 3:40 || 21%&lt;br /&gt;
|-&lt;br /&gt;
| Arcade || 5:00 || 0.5%&lt;br /&gt;
|-&lt;br /&gt;
| Trading Post || 3:00 || 15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
These are your structures for use in the power grid.&lt;br /&gt;
&lt;br /&gt;
You can unlock more by upgrading the Power Plant in the Construction Firm.&lt;br /&gt;
&lt;br /&gt;
You can upgrade structures if they are upgradeable. All costs are rounded to the nearest resource. The power plant runs at 10 ticks/sec.&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
&lt;br /&gt;
====Water Pump====&lt;br /&gt;
Provides infinite water.&lt;br /&gt;
&lt;br /&gt;
Cost: 25 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;[[File:PowerPlantExample.png|thumb|Basic setup for tier 1.]]&lt;br /&gt;
&lt;br /&gt;
====Fluid Pipe====&lt;br /&gt;
Transports 1000L of gas or fluid per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 5 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently used to move water from a water pump to a coal boiler, and to move steam from a coal boiler to a steam turbine.&lt;br /&gt;
&lt;br /&gt;
The pipe is gray when empty, blue when filled with water, and white when filled with steam.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Pipe Throughput (9 levels): +1000 to pipe input, output and storage (add.)&lt;br /&gt;
&lt;br /&gt;
====Yellow Battery====&lt;br /&gt;
Adds +2000 power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 50 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be placed anywhere, and is not needed to be connected to anything.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Capacity (15 levels): +50% battery capacity&lt;br /&gt;
&lt;br /&gt;
Deep link (5 levels): +1% total power capacity per Yellow battery (add.)&lt;br /&gt;
&lt;br /&gt;
Note that the Total Capacity bonus applies to &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; batteries, as well as the base 1000 power! I.e. if you have fully upgraded Yellow Batteries and have 10 of them, they're providing +50% to all capacities.&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
&lt;br /&gt;
====Coal Chest====&lt;br /&gt;
Provides 2500kg of coal.&lt;br /&gt;
&lt;br /&gt;
Cost: 40 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be placed next to a coal boiler.&lt;br /&gt;
&lt;br /&gt;
Has to be replaced periodically, as it will run out of coal.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Storage (30 levels) +25% Coal (mul.) (Cost: 25000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Coal Boiler====&lt;br /&gt;
Turns 100L of water, and 4 kg of coal into 30L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 150 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be connected to a water pump and a coal chest to function.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Denser coal (9 levels): +30L steam/tick, +4kg coal useage/tick and +100L water useage/tick&lt;br /&gt;
&lt;br /&gt;
====Steam Turbine====&lt;br /&gt;
Transforms 10L of steam into 30 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 60 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be connected to an active coal boiler to generate energy.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Condensed turbines (6 levels): +100% power production (mult.) and steam useage/tick (Cost: 5000 × 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Two-flow rotors (6 levels): -1 base steam useage/tick (Cost: 10,000,000 × 16&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
&lt;br /&gt;
====Oil Barrel====&lt;br /&gt;
Provides 10000L of oil&lt;br /&gt;
&lt;br /&gt;
Cost: 1000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be placed anywhere, as long as a fluid pipe connects it to an oil furnace.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Storage (30 levels): +20% Oil (mul.) (Cost: 100000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Oil Furnace====&lt;br /&gt;
Turns 20L of oil and 200L of water into 100L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 17500 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Bigger heat chambers (9 levels): +100L steam/tick, +20L oil usage and +200L water useage/tick&lt;br /&gt;
&lt;br /&gt;
====Gas Tank====&lt;br /&gt;
provides 20000L of gas.&lt;br /&gt;
&lt;br /&gt;
Cost: 2000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
can be placed anywhere, as long as fluid pipes connect it to a gas turbine.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Storage (30 levels): +20% Gas (mul.) (Cost: 125000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Gas Turbine====&lt;br /&gt;
Turns 25L of gas into 100 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 5000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Early ignition (5 levels): +100% power production and gas requirement&lt;br /&gt;
&lt;br /&gt;
Optimized pipes (2 levels): +1% power production (mul.) for gas turbines per regular pipe on the grid regardless if it's in use&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
&lt;br /&gt;
====Water Turbine====&lt;br /&gt;
Uses 20L of water to provide 3 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 20000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be connected with pipes or directly to a Water Pump&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Streamlined turbines (9 levels): +100% power production (mul.) and +20L water useage&lt;br /&gt;
&lt;br /&gt;
====Solar Panel====&lt;br /&gt;
Produces 1 power per tick (0 when raining).&lt;br /&gt;
&lt;br /&gt;
Cost: 10000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Double sized panels (10 levels): +100% power production&lt;br /&gt;
&lt;br /&gt;
Aqua panels (5 levels): 2% × lvl of power production well continue during rain&lt;br /&gt;
&lt;br /&gt;
====Wind Turbine====&lt;br /&gt;
Produces 0~4 power per tick (min. of 0 without wind and max of 4 when there is a hurricane).&lt;br /&gt;
&lt;br /&gt;
Cost: 12500 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Extra long blades (10 levels): +100% power production&lt;br /&gt;
&lt;br /&gt;
Titanium rotors: 8x power generation during hurricanes&lt;br /&gt;
&lt;br /&gt;
====Red Battery====&lt;br /&gt;
Gives +25000 to power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 2000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Capacity (4 levels): +100% power capacity&lt;br /&gt;
&lt;br /&gt;
Deep link (3 levels): +1% power capacity per component that processes resources and/or produces power times the number of red batteries (add.)&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
&lt;br /&gt;
====Lava Pump====&lt;br /&gt;
Provides 10M L of lava.&lt;br /&gt;
&lt;br /&gt;
Cost: 25000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lava can be moved with a fluid pipe.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Storage (30 levels): +15% Lava (mul.) (Cost: 1500000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Thermal Generator====&lt;br /&gt;
Turns 100L of lava and 100L of water into 200 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 50000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be connected with a pipe or directly to a lava pump.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Turbine overheating (4 levels): +100% power production (mul.), +100L water and lava useage/tick&lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
&lt;br /&gt;
====Fission Reactor====&lt;br /&gt;
Transforms 1Kg of Uranium and 100L of water into 200L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 100000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Uranium Box====&lt;br /&gt;
Provides 50000Kg of Uranium.&lt;br /&gt;
&lt;br /&gt;
Cost: 75000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Storage (30 levels): +10% Uranium (mul.) (Cost: 5000000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Blue Battery====&lt;br /&gt;
Gives +500000 to power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 50000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Deep link (4 levels): +1% total power capacity per component on the grid that emits resources (imcluding storage) times the number of blue batteries (add.)&lt;br /&gt;
&lt;br /&gt;
===Tier 6===&lt;br /&gt;
&lt;br /&gt;
====Fusion Reactor====&lt;br /&gt;
Transforms 250L of He3 into 500L of Plasma&lt;br /&gt;
&lt;br /&gt;
Cost: 1750000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Cold Fusion (9 levels): +500L Plasma Production (add.), +250L Helium Requirement (add.) (Cost: 1e14 * 100&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Helium3 Tank====&lt;br /&gt;
Provides 100000L of He3&lt;br /&gt;
&lt;br /&gt;
Cost: 500000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Storage (30 levels): +8% Gas (mul.) (Cost: 25000000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Plasma Pipe====&lt;br /&gt;
Transport 1000L of Plasma per tick&lt;br /&gt;
&lt;br /&gt;
Cost: 100000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Plasma Throughput (9 levels): +1000 Plasma input/output/storage (add.) (Cost: 1e15 * 1000&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Plasma Turbine====&lt;br /&gt;
Transform 100L of Plasma into 5000 power per tick&lt;br /&gt;
&lt;br /&gt;
Cost: 500000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Plasma Synergy (3 levels): +2% [plasma] Power Production (mul.) for every component on the grid that is not a plasma turbine regardless if it's in use, +300L Plasma Requirement (add.) (Cost: 1e16 * 1e8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&amp;lt;br&amp;gt;(Note: The +2% bonus is *additive* with increasing levels, i.e. at 3/3 levels it is a 1.06 multiplicative bonus.)&lt;br /&gt;
&lt;br /&gt;
Water Synergy (5 levels): +18% Plasma Turbine Power Production (add./mul.) for every water turbine on the grid regardless if it's in use, +80% Water Turbine Power Production (add.) for every plasma turbine on the grid regardless if it's in use (Cost: 1e18 * 1e6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&amp;lt;br&amp;gt;(Note: The +18% bonus is additive with increasing levels, and also additive with number of components. I.e. at 5/5 levels it is a +90% bonus per water turbine. This applies independently/in addition to Plasma Synergy.)&lt;br /&gt;
&lt;br /&gt;
Solar Synergy (5 levels): +10% Plasma Turbine Power Production (add./mul.) for every solar panel on the grid regardless if it's in use, +50% Solar Panel Power Production (add.) for every plasma turbine on the grid regardless if it's in use (Cost: 1e18 * 1e6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&amp;lt;br&amp;gt;(Note: The +10% bonus is additive with increasing levels, and also additive with number of components. I.e. at 5/5 levels it is a +50% bonus per solar panel. This applies independently/in addition to Plasma Synergy.)&lt;br /&gt;
&lt;br /&gt;
Wind Synergy (5 levels): +10% Plasma Turbine Power Production (add./mul.) for every wind turbine on the grid regardless if it's in use, +50% Wind Turbine Power Production (add.) for every plasma turbine on the grid regardless if it's in use (Cost: 1e18 * 1e6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&amp;lt;br&amp;gt;(Note: The +10% bonus is additive with increasing levels, and also additive with number of components. I.e. at 5/5 levels it is a +50% bonus per water turbine. This applies independently/in addition to Plasma Synergy.)&lt;br /&gt;
&lt;br /&gt;
===Floor 2===&lt;br /&gt;
&lt;br /&gt;
====Dyson Node====&lt;br /&gt;
Provides aura and +X Power / Tick (depends on dyson power)&lt;br /&gt;
&lt;br /&gt;
Cost: 1e12 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dyson nodes cannot be placed in the 8 squares next to another node. Available as soon as Floor 2 is unlocked, regardless of Power Plant level.&lt;br /&gt;
&lt;br /&gt;
Power amount is &amp;lt;code&amp;gt;dyson_power&amp;lt;/code&amp;gt;&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;. This maxes at 1189.2071 power per tick.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Quantum Grid''' - Allows components on the power grid to connect to components on the opposite edge of the grid.&lt;br /&gt;
*'''Super Boost''' - Using more power for boosts has a higher impact on duration/effectivity. (Log10 -&amp;gt; Log7)&lt;br /&gt;
*'''Max. Power''' - Increases the effectiveness of all active boosts by 25% (multiplicative) if the current amount of power exceeds the maximum amount.&lt;br /&gt;
*'''Efficient Recycling''' - Lowers the base conversion rate from town resources to power plant resources to 600.&lt;br /&gt;
*'''Shutdown''' - Allows you to cancel boosts anytime. Does not refund any power!&lt;br /&gt;
*'''Yellowprints''' - Unlocks the ability to store up to 3 different layouts of the power plant as well as the functionality to import, export and apply them at any time. Additionally adds the an option to sell the entire grid.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
*'''Hibernation Mode''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Boosts stop losing their duration while the game is closed but still affect all buildings during that time as many they would normally do.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===Recommended Setups===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Starter Power Plant Setup &amp;lt;sup&amp;gt;[[#References|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; | Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Cost&lt;br /&gt;
| {{Number|1.823e5|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Requirements&lt;br /&gt;
| Fully upgraded components via [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Power Capacity&lt;br /&gt;
| {{Number|3.023e6}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Average Power Production&lt;br /&gt;
| {{Number|1.326e5|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Import Code&lt;br /&gt;
| &amp;lt;syntaxhighlight lang=text&amp;gt;tZBBCsJADEWv4gm8wOxcCO4KeoG0Rh1IkzDNMMztla4M0jJI+1bJ/+GHRKVgUgK2IwncJVu48CNytHro&lt;br /&gt;
XjBh2JmKRFJOYIaphskQxltOfWT803I4R6Nik7J1xCBAV5MET5zrc04MAy7qBT5ndXlUp/5Ero+3LHU0&lt;br /&gt;
37b87g0ivLPWffMG&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Preview&lt;br /&gt;
| [[File:Powerplant Setup Early.png|320x173px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mid-game Power Plant Setup &amp;lt;sup&amp;gt;[[#References|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Recommended&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; | Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Cost&lt;br /&gt;
| {{Number|1.703e30|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Requirements&lt;br /&gt;
| Power Plant [[#Floor_2|Floor 2]]. Fully upgraded components via [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Power Capacity&lt;br /&gt;
| {{Number|3.304e10}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Average Power Production&lt;br /&gt;
| {{Number|7.947e7|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Import Code&lt;br /&gt;
| &amp;lt;syntaxhighlight lang=text&amp;gt;1ZVBCgMhDEVP1F7AXTc9QHuBDKaDIIlkIoO37yAUhsJYW8fSbkIk0f/+3xh4RgkeSI+ewXJUEwQPjm6O&lt;br /&gt;
nCZj08R0RkIBZTEjTNcogyPcYxJcQCNoT6CKkjbavNWVYzXJYuVSB1wuLzLpD/DfCTxT1F5pcp3Qe54f&lt;br /&gt;
kqXTV+wvL1yWfRirttvt5zL4iO+G3m71E9Umr2vBrb63850YfjuHDv9JNXNPlDs=&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Preview&lt;br /&gt;
| [[File:Powerplant Setup Mid Main.png|320x183px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cheaper&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; | Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Cost&lt;br /&gt;
| {{Number|1.264e20|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Requirements&lt;br /&gt;
| Power Plant [[#Floor_2|Floor 2]]. Fully upgraded components via [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Power Capacity&lt;br /&gt;
| {{Number|2.405e10}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Average Power Production&lt;br /&gt;
| {{Number|4.665e7|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Import Code&lt;br /&gt;
| &amp;lt;syntaxhighlight lang=text&amp;gt;K8gvTy0qyEnMK9HLyU9MyS8tsc7JL1coSi3OLy1KTi22Tqkszs9zT81LLUosyS+yTk8sDiktSsrMSx1B&lt;br /&gt;
MgWZBdgJGqghxhVFqSlOiSUlqUWVQ0FnZWoOMEnBNBMIGCRrKFRJwGlYXEW8ZnS76aFzEIclkB8MFE9M&lt;br /&gt;
HxI6wURSTmkqkYFDTaUEnIahf7BrHZxhSX5ypsBSSuN+wOuX4S0DAA==&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Preview&lt;br /&gt;
| [[File:Powerplant Setup Mid Cheaper.png|320x188px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No-Dyson (A bit more expensive)&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; | Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Cost&lt;br /&gt;
| {{Number|1.94e31|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Requirements&lt;br /&gt;
| Fully upgraded components via [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Power Capacity&lt;br /&gt;
| {{Number|1.739e10}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Average Power Production&lt;br /&gt;
| {{Number|4.823e7|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Import Code&lt;br /&gt;
| &amp;lt;syntaxhighlight lang=text&amp;gt;K8gvTy0qyEnMK9HLyU9MyS8tsc7LV0ipLM7Psy5KTXFKLClJLaq0LsgsSMVNpCcWh5QWJWXmEcHEbxKY&lt;br /&gt;
SMopTYVZTIwbCJhOtOXDz15SY4M4l5BnAVEOwCpD0FUkRgQ58UapG2BqgkvyixLTictLwyYEyEsaA55i&lt;br /&gt;
SYtcZJdUpubk5JeTXHhSw2r8lg2QjVSJBKy2AwA=&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Preview&lt;br /&gt;
| [[File:Powerplant Setup Mid No-Dyson.png|320x188px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Late-game Power Plant Setup &amp;lt;sup&amp;gt;[[#References|[3]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; | Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Cost&lt;br /&gt;
| {{Number|2.866e34|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Requirements&lt;br /&gt;
| Electricity [[Infinity#Infinity_Perks|Infinity Perk]] enabled. Power Plant [[#Floor_2|Floor 2]]. Fully upgraded components via [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Power Capacity&lt;br /&gt;
| {{Number|4.329e12}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Average Power Production&lt;br /&gt;
| {{Number|1.304e8|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Import Code&lt;br /&gt;
| &amp;lt;syntaxhighlight lang=text&amp;gt;K8gvTy0qyEnMK9HLyU9MyS8tsc7MS8vMyyyptE6pLM7Pc0/NSy1KLMkvsi7ILEglQKDpSE8sDiktSsrM&lt;br /&gt;
GwwyRDgfG0GMCbjtJ9NSYmymuk+JsZk2PiVgMw19iiCSckpTnRJLSlKLKunjVRRPBwPNTUynk1fRTR1u&lt;br /&gt;
kUrv5EvvjErzImngC2tUGQA=&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Preview&lt;br /&gt;
| [[File:Powerplant Setup Late Infinity Perk.png|320x188px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Discord: [https://discord.com/channels/488444879836413975/781517486045921291/1130610612771246080 Early Power Plant Setup]&lt;br /&gt;
#Discord: [https://discord.com/channels/488444879836413975/781517590123905064/855970304631636012 Power plant guide v4]&lt;br /&gt;
#Discord: [https://discord.com/channels/488444879836413975/891636673744609280/1160062279467941981 MT15 Power Plant (Post Electric Stone)]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=3417</id>
		<title>Power Plant</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=3417"/>
		<updated>2024-03-16T03:07:33Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Technology */ Add new Plasma techs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=6|ConversionRate=800|Image=Powerplant.png|Color=Yellow|ColorCode=#E6C900}}&lt;br /&gt;
[[File:Yellow resource.png|left]]&lt;br /&gt;
The '''Power Plant''' is a building used to generate electricity to give speed boosts to other buildings.&lt;br /&gt;
[[File:PowerPlant.png|thumb|Power plant example]]&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Power Grid==&lt;br /&gt;
The power grid is where you place structures in order to generate and store energy.&lt;br /&gt;
&lt;br /&gt;
You can place structures by selecting one from the list on the left of the screen, and then clicking an empty tile.&lt;br /&gt;
&lt;br /&gt;
To delete a structure, right-click the filled tile while not having any structure selected from the list. Doing so will refund you 25% of the resource you spent buying the component. This can be increased to 50% if you have Component Recycling Skill.&lt;br /&gt;
&lt;br /&gt;
Structures can connect with each other without the use of pipes, but pipes can be used to use resources more efficiently at times. &lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
This is where you spend your energy to speed up other buildings:&lt;br /&gt;
&lt;br /&gt;
*[[Construction Firm]]: Reduces construction time for buildings.&lt;br /&gt;
*[[Factory]]: Speeds up shard refining, store reload, machine speed, and fabricator speed.&lt;br /&gt;
*[[Mine]]: Speeds up the drill, asteroid mining time, and asteroid scanning time.&lt;br /&gt;
*[[Headquarters]]: Speeds up download of software and how fast contracts run out.&lt;br /&gt;
*[[Shipyard]]: Speeds up shipments.&lt;br /&gt;
*[[Museum]]: speeds up artifact research time and offshore market refresh time.&lt;br /&gt;
* &amp;lt;spoiler&amp;gt;[[Workshop]]: To boost [[Workshop]] you need an [[Era]] artifact. Boosting the workshop is only relevant for Era-related activities.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*[[Arcade]]: On its own, it only speeds up the cooldown timer of &amp;quot;Refresh Wheel.&amp;quot; To effectively boost the [[arcade]] you need to have something else (located in the spoiler below), which reduces the time between delays (such as time between stopping jumble rows) and increases the speed of the lucky wheel. &amp;lt;spoiler&amp;gt;The darkness [[infinity]] stone grants this power.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*[[Trading Post]]: reduces the time between perk refreshes and the timer to reset trades&lt;br /&gt;
&lt;br /&gt;
The more energy you use, the longer and stronger the boost is. &lt;br /&gt;
&lt;br /&gt;
You can boost multiple buildings at the same time, but if they are boosted at &amp;lt;i&amp;gt;exactly&amp;lt;/i&amp;gt; the same time then they have to split the energy for the boost, and so the boosts will be weaker. If you are using workers to restart boosts this isn't a problem in practice, because the periods of each building are different, and so each building will end up boosted at a unique time.&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
&lt;br /&gt;
Boosting applies a percentage of the total available energy (10%, 25%, 50% or 100% depending on your selection) towards boosting. If there are multiple buildings being boosted simultaneously, the energy is split between them. (This splitting will not be shown in the preview numbers before you boost, but it will be apparent afterwards.) Call this energy being allocated to boosting a building &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Then &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt; is divided between time and effectiveness based on the position of the slider. For effectiveness, the slider runs from 1% to 100% of &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt;, and for time the slider runs from 100% to 1%. This does mean that the overall energy sums to 101%! Call the amount after the the slider &amp;lt;code&amp;gt;PostSlider&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For both time and effectiveness, &amp;lt;code&amp;gt;PostSlider&amp;lt;/code&amp;gt; is used as follows: &amp;lt;code&amp;gt;Result = log(PostSlider) * Perks * BaseValue&amp;lt;/code&amp;gt;. When displayed, &amp;lt;code&amp;gt;Result&amp;lt;/code&amp;gt; is rounded for effectiveness, but truncated for time. The base for the log is 10 normally, or 7 with the Super Boost skill. Perks include Town Perks, as well as the 1.25 multiplier from Max Power if at full power (only applies to effectiveness). The table of &amp;lt;code&amp;gt;BaseValues&amp;lt;/code&amp;gt; is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Time !! Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| Construction Firm || 4:00 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Factory || 3:00 || 15%&lt;br /&gt;
|-&lt;br /&gt;
| Mine || 3:20 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| Headquarters || 2:00 || 22%&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard || 5:00 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Museum || 3:00 || 15%&lt;br /&gt;
|-&lt;br /&gt;
| {{Inline spoiler|Workshop}} || 3:40 || 21%&lt;br /&gt;
|-&lt;br /&gt;
| Arcade || 5:00 || 0.5%&lt;br /&gt;
|-&lt;br /&gt;
| Trading Post || 3:00 || 15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
These are your structures for use in the power grid.&lt;br /&gt;
&lt;br /&gt;
You can unlock more by upgrading the Power Plant in the Construction Firm.&lt;br /&gt;
&lt;br /&gt;
You can upgrade structures if they are upgradeable. All costs are rounded to the nearest resource. The power plant runs at 10 ticks/sec.&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
&lt;br /&gt;
====Water Pump====&lt;br /&gt;
Provides infinite water.&lt;br /&gt;
&lt;br /&gt;
Cost: 25 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;[[File:PowerPlantExample.png|thumb|Basic setup for tier 1.]]&lt;br /&gt;
&lt;br /&gt;
====Fluid Pipe====&lt;br /&gt;
Transports 1000L of gas or fluid per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 5 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently used to move water from a water pump to a coal boiler, and to move steam from a coal boiler to a steam turbine.&lt;br /&gt;
&lt;br /&gt;
The pipe is gray when empty, blue when filled with water, and white when filled with steam.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Pipe Throughput (9 levels): +1000 to pipe input, output and storage (add.)&lt;br /&gt;
&lt;br /&gt;
====Yellow Battery====&lt;br /&gt;
Adds +2000 power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 50 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be placed anywhere, and is not needed to be connected to anything.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Capacity (15 levels): +50% battery capacity&lt;br /&gt;
&lt;br /&gt;
Deep link (5 levels): +1% total power capacity per Yellow battery (add.)&lt;br /&gt;
&lt;br /&gt;
Note that the Total Capacity bonus applies to &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; batteries, as well as the base 1000 power! I.e. if you have fully upgraded Yellow Batteries and have 10 of them, they're providing +50% to all capacities.&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
&lt;br /&gt;
====Coal Chest====&lt;br /&gt;
Provides 2500kg of coal.&lt;br /&gt;
&lt;br /&gt;
Cost: 40 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be placed next to a coal boiler.&lt;br /&gt;
&lt;br /&gt;
Has to be replaced periodically, as it will run out of coal.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Storage (30 levels) +25% Coal (mul.) (Cost: 25000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Coal Boiler====&lt;br /&gt;
Turns 100L of water, and 4 kg of coal into 30L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 150 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be connected to a water pump and a coal chest to function.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Denser coal (9 levels): +30L steam/tick, +4kg coal useage/tick and +100L water useage/tick&lt;br /&gt;
&lt;br /&gt;
====Steam Turbine====&lt;br /&gt;
Transforms 10L of steam into 30 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 60 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be connected to an active coal boiler to generate energy.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Condensed turbines (6 levels): +100% power production (mult.) and steam useage/tick (Cost: 5000 × 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Two-flow rotors (6 levels): -1 base steam useage/tick (Cost: 10,000,000 × 16&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
&lt;br /&gt;
====Oil Barrel====&lt;br /&gt;
Provides 10000L of oil&lt;br /&gt;
&lt;br /&gt;
Cost: 1000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be placed anywhere, as long as a fluid pipe connects it to an oil furnace.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Storage (30 levels): +20% Oil (mul.) (Cost: 100000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Oil Furnace====&lt;br /&gt;
Turns 20L of oil and 200L of water into 100L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 17500 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Bigger heat chambers (9 levels): +100L steam/tick, +20L oil usage and +200L water useage/tick&lt;br /&gt;
&lt;br /&gt;
====Gas Tank====&lt;br /&gt;
provides 20000L of gas.&lt;br /&gt;
&lt;br /&gt;
Cost: 2000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
can be placed anywhere, as long as fluid pipes connect it to a gas turbine.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Storage (30 levels): +20% Gas (mul.) (Cost: 125000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Gas Turbine====&lt;br /&gt;
Turns 25L of gas into 100 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 5000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Early ignition (5 levels): +100% power production and gas requirement&lt;br /&gt;
&lt;br /&gt;
Optimized pipes (2 levels): +1% power production (mul.) for gas turbines per regular pipe on the grid regardless if it's in use&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
&lt;br /&gt;
====Water Turbine====&lt;br /&gt;
Uses 20L of water to provide 3 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 20000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be connected with pipes or directly to a Water Pump&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Streamlined turbines (9 levels): +100% power production (mul.) and +20L water useage&lt;br /&gt;
&lt;br /&gt;
====Solar Panel====&lt;br /&gt;
Produces 1 power per tick (0 when raining).&lt;br /&gt;
&lt;br /&gt;
Cost: 10000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Double sized panels (10 levels): +100% power production&lt;br /&gt;
&lt;br /&gt;
Aqua panels (5 levels): 2% × lvl of power production well continue during rain&lt;br /&gt;
&lt;br /&gt;
====Wind Turbine====&lt;br /&gt;
Produces 0~4 power per tick (min. of 0 without wind and max of 4 when there is a hurricane).&lt;br /&gt;
&lt;br /&gt;
Cost: 12500 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Extra long blades (10 levels): +100% power production&lt;br /&gt;
&lt;br /&gt;
Titanium rotors: 8x power generation during hurricanes&lt;br /&gt;
&lt;br /&gt;
====Red Battery====&lt;br /&gt;
Gives +25000 to power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 2000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Capacity (4 levels): +100% power capacity&lt;br /&gt;
&lt;br /&gt;
Deep link (3 levels): +1% power capacity per component that processes resources and/or produces power times the number of red batteries (add.)&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
&lt;br /&gt;
====Lava Pump====&lt;br /&gt;
Provides 10M L of lava.&lt;br /&gt;
&lt;br /&gt;
Cost: 25000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lava can be moved with a fluid pipe.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Storage (30 levels): +15% Lava (mul.) (Cost: 1500000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Thermal Generator====&lt;br /&gt;
Turns 100L of lava and 100L of water into 200 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 50000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be connected with a pipe or directly to a lava pump.&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Turbine overheating (4 levels): +100% power production (mul.), +100L water and lava useage/tick&lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
&lt;br /&gt;
====Fission Reactor====&lt;br /&gt;
Transforms 1Kg of Uranium and 100L of water into 200L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 100000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Uranium Box====&lt;br /&gt;
Provides 50000Kg of Uranium.&lt;br /&gt;
&lt;br /&gt;
Cost: 75000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Storage (30 levels): +10% Uranium (mul.) (Cost: 5000000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Blue Battery====&lt;br /&gt;
Gives +500000 to power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 50000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Deep link (4 levels): +1% total power capacity per component on the grid that emits resources (imcluding storage) times the number of blue batteries (add.)&lt;br /&gt;
&lt;br /&gt;
===Tier 6===&lt;br /&gt;
&lt;br /&gt;
====Fusion Reactor====&lt;br /&gt;
Transforms 250L of He3 into 500L of Plasma&lt;br /&gt;
&lt;br /&gt;
Cost: 1750000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Cold Fusion (9 levels): +500L Plasma Production (add.), +250L Helium Requirement (add.) (Cost: 1e14 * 100&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Helium3 Tank====&lt;br /&gt;
Provides 100000L of He3&lt;br /&gt;
&lt;br /&gt;
Cost: 500000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Storage (30 levels): +8% Gas (mul.) (Cost: 25000000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Plasma Pipe====&lt;br /&gt;
Transport 1000L of Plasma per tick&lt;br /&gt;
&lt;br /&gt;
Cost: 100000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Plasma Throughput (9 levels): +1000 Plasma input/output/storage (add.) (Cost: 1e15 * 1000&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Plasma Turbine====&lt;br /&gt;
Transform 100L of Plasma into 5000 power per tick&lt;br /&gt;
&lt;br /&gt;
Cost: 500000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgrades:&lt;br /&gt;
&lt;br /&gt;
Plasma Synergy (3 levels): +2% [plasma] Power Production (mul.) for every component on the grid that is not a plasma turbine regardless if it's in use, +300L Plasma Requirement (add.) (Cost: 1e16 * 1e8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&amp;lt;br&amp;gt;(Note: The +2% bonus is *additive* with increasing levels, i.e. at 3/3 levels it is a 1.06 multiplicative bonus.)&lt;br /&gt;
&lt;br /&gt;
Water Synergy (5 levels): +18% Plasma Turbine Power Production (add./mul.) for every water turbine on the grid regardless if it's in use, +80% Water Turbine Power Production (add.) for every plasma turbine on the grid regardless if it's in use (Cost: 1e18 * 1e6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&amp;lt;br&amp;gt;(Note: The +18% bonus is *additive* with increasing levels, i.e. at 5/5 levels it is a 1.90 multiplicative bonus. It multiplies independently/in addition to Plasma Synergy.)&lt;br /&gt;
&lt;br /&gt;
Solar Synergy (5 levels): +10% Plasma Turbine Power Production (add./mul.) for every solar panel on the grid regardless if it's in use, +50% Solar Panel Power Production (add.) for every plasma turbine on the grid regardless if it's in use (Cost: 1e18 * 1e6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&amp;lt;br&amp;gt;(Note: The +10% bonus is *additive* with increasing levels, i.e. at 5/5 levels it is a 1.50 multiplicative bonus. It multiplies independently/in addition to Plasma Synergy.)&lt;br /&gt;
&lt;br /&gt;
Wind Synergy (5 levels): +10% Plasma Turbine Power Production (add./mul.) for every wind turbine on the grid regardless if it's in use, +50% Wind Turbine Power Production (add.) for every plasma turbine on the grid regardless if it's in use (Cost: 1e18 * 1e6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&amp;lt;br&amp;gt;(Note: The +10% bonus is *additive* with increasing levels, i.e. at 5/5 levels it is a 1.50 multiplicative bonus. It multiplies independently/in addition to Plasma Synergy.)&lt;br /&gt;
&lt;br /&gt;
===Floor 2===&lt;br /&gt;
&lt;br /&gt;
====Dyson Node====&lt;br /&gt;
Provides aura and +X Power / Tick (depends on dyson power)&lt;br /&gt;
&lt;br /&gt;
Cost: 1e12 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dyson nodes cannot be placed in the 8 squares next to another node. Available as soon as Floor 2 is unlocked, regardless of Power Plant level.&lt;br /&gt;
&lt;br /&gt;
Power amount is &amp;lt;code&amp;gt;dyson_power&amp;lt;/code&amp;gt;&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;. This maxes at 1189.2071 power per tick.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Quantum Grid''' - Allows components on the power grid to connect to components on the opposite edge of the grid.&lt;br /&gt;
*'''Super Boost''' - Using more power for boosts has a higher impact on duration/effectivity. (Log10 -&amp;gt; Log7)&lt;br /&gt;
*'''Max. Power''' - Increases the effectiveness of all active boosts by 25% (multiplicative) if the current amount of power exceeds the maximum amount.&lt;br /&gt;
*'''Efficient Recycling''' - Lowers the base conversion rate from town resources to power plant resources to 600.&lt;br /&gt;
*'''Shutdown''' - Allows you to cancel boosts anytime. Does not refund any power!&lt;br /&gt;
*'''Yellowprints''' - Unlocks the ability to store up to 3 different layouts of the power plant as well as the functionality to import, export and apply them at any time. Additionally adds the an option to sell the entire grid.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
*'''Hibernation Mode''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Boosts stop losing their duration while the game is closed but still affect all buildings during that time as many they would normally do.&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===Recommended Setups===&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Starter Power Plant Setup &amp;lt;sup&amp;gt;[[#References|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; | Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Cost&lt;br /&gt;
| {{Number|1.823e5|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Requirements&lt;br /&gt;
| Fully upgraded components via [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Power Capacity&lt;br /&gt;
| {{Number|3.023e6}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Average Power Production&lt;br /&gt;
| {{Number|1.326e5|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Import Code&lt;br /&gt;
| &amp;lt;syntaxhighlight lang=text&amp;gt;tZBBCsJADEWv4gm8wOxcCO4KeoG0Rh1IkzDNMMztla4M0jJI+1bJ/+GHRKVgUgK2IwncJVu48CNytHro&lt;br /&gt;
XjBh2JmKRFJOYIaphskQxltOfWT803I4R6Nik7J1xCBAV5MET5zrc04MAy7qBT5ndXlUp/5Ero+3LHU0&lt;br /&gt;
37b87g0ivLPWffMG&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Preview&lt;br /&gt;
| [[File:Powerplant Setup Early.png|320x173px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mid-game Power Plant Setup &amp;lt;sup&amp;gt;[[#References|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Recommended&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; | Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Cost&lt;br /&gt;
| {{Number|1.703e30|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Requirements&lt;br /&gt;
| Power Plant [[#Floor_2|Floor 2]]. Fully upgraded components via [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Power Capacity&lt;br /&gt;
| {{Number|3.304e10}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Average Power Production&lt;br /&gt;
| {{Number|7.947e7|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Import Code&lt;br /&gt;
| &amp;lt;syntaxhighlight lang=text&amp;gt;1ZVBCgMhDEVP1F7AXTc9QHuBDKaDIIlkIoO37yAUhsJYW8fSbkIk0f/+3xh4RgkeSI+ewXJUEwQPjm6O&lt;br /&gt;
nCZj08R0RkIBZTEjTNcogyPcYxJcQCNoT6CKkjbavNWVYzXJYuVSB1wuLzLpD/DfCTxT1F5pcp3Qe54f&lt;br /&gt;
kqXTV+wvL1yWfRirttvt5zL4iO+G3m71E9Umr2vBrb63850YfjuHDv9JNXNPlDs=&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Preview&lt;br /&gt;
| [[File:Powerplant Setup Mid Main.png|320x183px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cheaper&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; | Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Cost&lt;br /&gt;
| {{Number|1.264e20|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Requirements&lt;br /&gt;
| Power Plant [[#Floor_2|Floor 2]]. Fully upgraded components via [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Power Capacity&lt;br /&gt;
| {{Number|2.405e10}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Average Power Production&lt;br /&gt;
| {{Number|4.665e7|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Import Code&lt;br /&gt;
| &amp;lt;syntaxhighlight lang=text&amp;gt;K8gvTy0qyEnMK9HLyU9MyS8tsc7JL1coSi3OLy1KTi22Tqkszs9zT81LLUosyS+yTk8sDiktSsrMSx1B&lt;br /&gt;
MgWZBdgJGqghxhVFqSlOiSUlqUWVQ0FnZWoOMEnBNBMIGCRrKFRJwGlYXEW8ZnS76aFzEIclkB8MFE9M&lt;br /&gt;
HxI6wURSTmkqkYFDTaUEnIahf7BrHZxhSX5ypsBSSuN+wOuX4S0DAA==&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Preview&lt;br /&gt;
| [[File:Powerplant Setup Mid Cheaper.png|320x188px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;No-Dyson (A bit more expensive)&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; | Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Cost&lt;br /&gt;
| {{Number|1.94e31|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Requirements&lt;br /&gt;
| Fully upgraded components via [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Power Capacity&lt;br /&gt;
| {{Number|1.739e10}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Average Power Production&lt;br /&gt;
| {{Number|4.823e7|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Import Code&lt;br /&gt;
| &amp;lt;syntaxhighlight lang=text&amp;gt;K8gvTy0qyEnMK9HLyU9MyS8tsc7LV0ipLM7Psy5KTXFKLClJLaq0LsgsSMVNpCcWh5QWJWXmEcHEbxKY&lt;br /&gt;
SMopTYVZTIwbCJhOtOXDz15SY4M4l5BnAVEOwCpD0FUkRgQ58UapG2BqgkvyixLTictLwyYEyEsaA55i&lt;br /&gt;
SYtcZJdUpubk5JeTXHhSw2r8lg2QjVSJBKy2AwA=&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Preview&lt;br /&gt;
| [[File:Powerplant Setup Mid No-Dyson.png|320x188px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Late-game Power Plant Setup &amp;lt;sup&amp;gt;[[#References|[3]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;font-weight:normal;&amp;quot; | Yellowprint&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Cost&lt;br /&gt;
| {{Number|2.866e34|icon={{Resource|Yellow}}}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Requirements&lt;br /&gt;
| Electricity [[Infinity#Infinity_Perks|Infinity Perk]] enabled. Power Plant [[#Floor_2|Floor 2]]. Fully upgraded components via [[#Technology|Technology]] tab.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Power Capacity&lt;br /&gt;
| {{Number|4.329e12}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Average Power Production&lt;br /&gt;
| {{Number|1.304e8|suffix=/sec}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Import Code&lt;br /&gt;
| &amp;lt;syntaxhighlight lang=text&amp;gt;K8gvTy0qyEnMK9HLyU9MyS8tsc7MS8vMyyyptE6pLM7Pc0/NSy1KLMkvsi7ILEglQKDpSE8sDiktSsrM&lt;br /&gt;
GwwyRDgfG0GMCbjtJ9NSYmymuk+JsZk2PiVgMw19iiCSckpTnRJLSlKLKunjVRRPBwPNTUynk1fRTR1u&lt;br /&gt;
kUrv5EvvjErzImngC2tUGQA=&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; style=&amp;quot;text-align:left;&amp;quot; | Preview&lt;br /&gt;
| [[File:Powerplant Setup Late Infinity Perk.png|320x188px]]&lt;br /&gt;
|}&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#Discord: [https://discord.com/channels/488444879836413975/781517486045921291/1130610612771246080 Early Power Plant Setup]&lt;br /&gt;
#Discord: [https://discord.com/channels/488444879836413975/781517590123905064/855970304631636012 Power plant guide v4]&lt;br /&gt;
#Discord: [https://discord.com/channels/488444879836413975/891636673744609280/1160062279467941981 MT15 Power Plant (Post Electric Stone)]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=3355</id>
		<title>Experiment: Earth</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=3355"/>
		<updated>2023-12-30T07:00:37Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Prestige */ Fix stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EarthExperiment.png|thumb|The Earth Experiment]]&lt;br /&gt;
[[File:Experiment Earth icon.png|left]]&lt;br /&gt;
The '''Earth experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 3.&lt;br /&gt;
&lt;br /&gt;
The goal of the Earth Experiment is to get a certain amount of density.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
=Mechanic=&lt;br /&gt;
Drills dig up earth, higher tier drills collect more earth per tick. Drills can be upgraded and new ones can be purchased using laboratory resources. Cost of buying upgrades and drills increases exponentially with each purchase. Drills will increase volume based on the added mass (keeping density constant), so '''make sure to turn them off before you start compressing!'''&lt;br /&gt;
&lt;br /&gt;
Compression reduces volume/diameter and raises density. Compression speed decreases at lower volume (stopping completely at the minimum amount), so gathering more mass will result in faster compression. Certain compression modes will affect the stability of your dirt pile; if stability reaches 0% '''you will lose all previously collected mass and will have to reset the experiment''', so be ready to switch it off once the stability gets low.&lt;br /&gt;
&lt;br /&gt;
The density will eventually reach a maximum amount, at 80 * (4/3)&amp;lt;sup&amp;gt;3*log&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;mass&amp;lt;/sup&amp;gt;, which is approx. 80 * mass&amp;lt;sup&amp;gt;0.78557852143&amp;lt;/sup&amp;gt;. This means to get all the modules, you must have a mass of at least '''2.7e7 (2.7M)''' kg, and to complete all goals, you must have at least '''8.92e12 (892B)''' kg mass.&lt;br /&gt;
&lt;br /&gt;
===Compression modes===&lt;br /&gt;
* '''Slow &amp;amp; Safe''': Drills get slower the higher compression rate gets (stopped at maximum rate), slow compression but won't reduce stability.&lt;br /&gt;
* '''Quick &amp;amp; Dangerous''': Drills can continue normally regardless of compression rate, very fast compression but drains stability&lt;br /&gt;
* '''Stabilize''': Increases stability and slows down the drills.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets all your drill tiers and collected earth (purchased drills will remain) and requires you to have a certain amount of mass drilled. Every prestige multiplies the prestige goal by ''exactly'' 1.33, so the current goal mass is &amp;lt;code&amp;gt;1.33&amp;lt;sup&amp;gt;prestige-1&amp;lt;/sup&amp;gt; * 100kg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You can choose between 2 bonuses:&lt;br /&gt;
&lt;br /&gt;
* '''-20% Stability loss &amp;amp; +10% stability gain''': Reduces the stability loss when using Quick &amp;amp; Dangerous compression mode and increases stability restoration rate while in Stabilize mode.&lt;br /&gt;
* '''+30% Compressor React &amp;amp; +12% Drillpower''': Increases the reaction speed of the compression bar (the bar will adjust faster) and increases the amount of mass drilled.&lt;br /&gt;
&lt;br /&gt;
'''All increases are multiplicative.'''&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Density !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1,750kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Module|Offensive|size=30px}} Earth Taste&lt;br /&gt;
|-&lt;br /&gt;
! 6,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Module|Defensive|size=30px}} Steel Foundation&lt;br /&gt;
|-&lt;br /&gt;
! 30,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Module|Defensive|size=30px}} Gravel&lt;br /&gt;
|-&lt;br /&gt;
! 125,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Module|Defensive|size=30px}} Titanium Hull&lt;br /&gt;
|-&lt;br /&gt;
! 2.5Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Module|Ultimate|size=30px}} Avalanche&lt;br /&gt;
|-&lt;br /&gt;
! 55Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Module|Offensive|size=30px}} Earthquake&lt;br /&gt;
|-&lt;br /&gt;
! 1,000*1.11&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth damage&lt;br /&gt;
|-&lt;br /&gt;
! 1,500*1.23&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=3354</id>
		<title>Experiment: Earth</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=3354"/>
		<updated>2023-12-30T06:44:25Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: Tweaks to stats as reported on #wiki-talk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EarthExperiment.png|thumb|The Earth Experiment]]&lt;br /&gt;
[[File:Experiment Earth icon.png|left]]&lt;br /&gt;
The '''Earth experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 3.&lt;br /&gt;
&lt;br /&gt;
The goal of the Earth Experiment is to get a certain amount of density.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
=Mechanic=&lt;br /&gt;
Drills dig up earth, higher tier drills collect more earth per tick. Drills can be upgraded and new ones can be purchased using laboratory resources. Cost of buying upgrades and drills increases exponentially with each purchase. Drills will increase volume based on the added mass (keeping density constant), so '''make sure to turn them off before you start compressing!'''&lt;br /&gt;
&lt;br /&gt;
Compression reduces volume/diameter and raises density. Compression speed decreases at lower volume (stopping completely at the minimum amount), so gathering more mass will result in faster compression. Certain compression modes will affect the stability of your dirt pile; if stability reaches 0% '''you will lose all previously collected mass and will have to reset the experiment''', so be ready to switch it off once the stability gets low.&lt;br /&gt;
&lt;br /&gt;
The density will eventually reach a maximum amount, at 80 * (4/3)&amp;lt;sup&amp;gt;3*log&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;mass&amp;lt;/sup&amp;gt;, which is approx. 80 * mass&amp;lt;sup&amp;gt;0.78557852143&amp;lt;/sup&amp;gt;. This means to get all the modules, you must have a mass of at least '''2.7e7 (2.7M)''' kg, and to complete all goals, you must have at least '''8.92e12 (892B)''' kg mass.&lt;br /&gt;
&lt;br /&gt;
===Compression modes===&lt;br /&gt;
* '''Slow &amp;amp; Safe''': Drills get slower the higher compression rate gets (stopped at maximum rate), slow compression but won't reduce stability.&lt;br /&gt;
* '''Quick &amp;amp; Dangerous''': Drills can continue normally regardless of compression rate, very fast compression but drains stability&lt;br /&gt;
* '''Stabilize''': Increases stability and slows down the drills.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets all your drill tiers and collected earth (purchased drills will remain) and requires you to have a certain amount of mass drilled. Every prestige multiplies the prestige goal by ''exactly'' 1.33, so the current goal mass is &amp;lt;code&amp;gt;1.33&amp;lt;sup&amp;gt;prestige-1&amp;lt;/sup&amp;gt; * 100kg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You can choose between 2 bonuses:&lt;br /&gt;
&lt;br /&gt;
* '''-20% Stability loss &amp;amp; +12% stability gain''': Reduces the stability loss when using Quick &amp;amp; Dangerous compression mode and increases stability restoration rate while in Stabilize mode.&lt;br /&gt;
* '''+30% Compressor React &amp;amp; +10% Drillpower''': Increases the reaction speed of the compression bar (the bar will adjust faster) and increases the amount of mass drilled.&lt;br /&gt;
&lt;br /&gt;
'''All increases are multiplicative.'''&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Density !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1,750kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Module|Offensive|size=30px}} Earth Taste&lt;br /&gt;
|-&lt;br /&gt;
! 6,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Module|Defensive|size=30px}} Steel Foundation&lt;br /&gt;
|-&lt;br /&gt;
! 30,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Module|Defensive|size=30px}} Gravel&lt;br /&gt;
|-&lt;br /&gt;
! 125,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Module|Defensive|size=30px}} Titanium Hull&lt;br /&gt;
|-&lt;br /&gt;
! 2.5Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Module|Ultimate|size=30px}} Avalanche&lt;br /&gt;
|-&lt;br /&gt;
! 55Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| {{Module|Offensive|size=30px}} Earthquake&lt;br /&gt;
|-&lt;br /&gt;
! 1,000*1.11&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth damage&lt;br /&gt;
|-&lt;br /&gt;
! 1,500*1.23&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=3353</id>
		<title>Workers</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workers&amp;diff=3353"/>
		<updated>2023-12-29T07:15:46Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Worker Taskid's */ Add many missing ids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workers is a mechanic that is available at [[Military_Tier_0-1|Military Tier 1]], used for early game automation before [[AI]] is unlocked. Once you tier up your military tier for the first time, you can access the worker page on the right side of the screen, with a button and a cube symbol on it.&lt;br /&gt;
&lt;br /&gt;
=Workers=&lt;br /&gt;
To use workers, you need to buy them with a certain amount of [[File:Gem.png|20px]] [[Gems|gems]], and the cost grows as you have more workers. There is also a hardcap on worker amount that is based on your [[Military_Tier|Military Tier]]. The cost for the x&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; worker is 100*3&amp;lt;sup&amp;gt;x-1&amp;lt;/sup&amp;gt;, and the limit of workers is 1+MT. The worker limit can be further increased with a certain [[Military Perks|Military Perk]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;text-align:left;&amp;quot; | Worker Cost Table&lt;br /&gt;
! Worker # !! Worker Cost !! Total Cost&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{Number|100}} || {{Number|100}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{Number|300}} || {{Number|400}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{Number|900}} || {{Number|1300}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{Number|2700}} || {{Number|4000}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{Number|8100}} || {{Number|12100}}&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{Number|24300}} || {{Number|36400}}&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{Number|72900}} || {{Number|109300}}&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{Number|218700}} || {{Number|328000}}&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{Number|656100}} || {{Number|984100}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{Number|1.968300E+6}} || {{Number|2.952400E+6}}&lt;br /&gt;
|-&lt;br /&gt;
| 11 || {{Number|5.904900E+6}} || {{Number|8.857300E+6}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{Number|1.771470E+7}} || {{Number|2.657200E+7}}&lt;br /&gt;
|-&lt;br /&gt;
| 13 || {{Number|5.314410E+7}} || {{Number|7.971610E+7}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{Number|1.594323E+8}} || {{Number|2.391484E+8}}&lt;br /&gt;
|-&lt;br /&gt;
| 15 || {{Number|4.782969E+8}} || {{Number|7.174453E+8}}&lt;br /&gt;
|-&lt;br /&gt;
| 16 || {{Number|1.434891E+9}} || {{Number|2.152336E+9}}&lt;br /&gt;
|-&lt;br /&gt;
| 17 || {{Number|4.304672E+9}} || {{Number|6.457008E+9}}&lt;br /&gt;
|-&lt;br /&gt;
| 18 || {{Number|1.291402E+10}} || {{Number|1.937102E+10}}&lt;br /&gt;
|-&lt;br /&gt;
| 19 || {{Number|3.874205E+10}} || {{Number|5.811307E+10}}&lt;br /&gt;
|-&lt;br /&gt;
| 20 || {{Number|1.162261E+11}} || {{Number|1.743392E+11}}&lt;br /&gt;
|-&lt;br /&gt;
| 21 || {{Number|3.486784E+11}} || {{Number|5.230177E+11}}&lt;br /&gt;
|-&lt;br /&gt;
| 22 || {{Number|1.046035E+12}} || {{Number|1.569053E+12}}&lt;br /&gt;
|-&lt;br /&gt;
| 23 || {{Number|3.138106E+12}} || {{Number|4.707159E+12}}&lt;br /&gt;
|-&lt;br /&gt;
| 24 || {{Number|9.414318E+12}} || {{Number|1.412148E+13}}&lt;br /&gt;
|-&lt;br /&gt;
| 25 || {{Number|2.824295E+13}} || {{Number|4.236443E+13}}&lt;br /&gt;
|-&lt;br /&gt;
| 26 || {{Number|8.472886E+13}} || {{Number|1.270933E+14}}&lt;br /&gt;
|-&lt;br /&gt;
| 27 || {{Number|2.541866E+14}} || {{Number|3.812799E+14}}&lt;br /&gt;
|-&lt;br /&gt;
| 28 || {{Number|7.625597E+14}} || {{Number|1.143840E+15}}&lt;br /&gt;
|-&lt;br /&gt;
| 29 || {{Number|2.287679E+15}} || {{Number|3.431519E+15}}&lt;br /&gt;
|-&lt;br /&gt;
| 30 || {{Number|6.863038E+15}} || {{Number|1.029456E+16}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are four things you can change for each worker: task, interval, name and group. As of current game version(v0.9.4 B1), Worker name and group don't have any actual effect on gameplay, but in the future, the name and group can be used by AI for more advanced automation.&lt;br /&gt;
&lt;br /&gt;
The default interval for workers is &amp;quot;'''Slow(5s)'''&amp;quot;, which means that the worker would do the task once every 5 seconds. With gems, you can also unlock more interval settings, which allows the worker speed to be &amp;quot;'''Medium(2s)'''&amp;quot;, &amp;quot;'''Fast(1s)'''&amp;quot;, or &amp;quot;'''Very Fast(0.5s)'''&amp;quot;. You can set the worker interval to any one you've unlocked. You can also pause some of the workers so that they stop working.&lt;br /&gt;
&lt;br /&gt;
The cost for unlocking '''Medium(2s)''' is 1000 gems, '''Fast(1s)''' is 10000, and '''Very Fast(0.5s)''' is 100000.&lt;br /&gt;
&lt;br /&gt;
=Task List=&lt;br /&gt;
Shown below are the different types of tasks workers can be assigned to. Different worker tasks unlocks by unlocking the corresponding building or floor it is associated with.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
===Dockmaster===&lt;br /&gt;
Orders [[Shipyard#Shipments|shipments]] and collects them upon arrival.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''5 Min.'''/'''15 Min.'''/'''1 Hour'''/'''4 Hours'''/'''8 Hours'''/'''24 Hours'''&lt;br /&gt;
&lt;br /&gt;
==Powerplant==&lt;br /&gt;
&lt;br /&gt;
===Storage Manager===&lt;br /&gt;
Automatically replaces empty resource containers in the powerplant. Empty containers are being sold before being replaced.&lt;br /&gt;
&lt;br /&gt;
===Boost Restarter===&lt;br /&gt;
Automatically restarts all boosts based on the current settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your boosts in the power plant before assigning this task to a worker!'''&lt;br /&gt;
&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|Powerplant Floor 2}}&lt;br /&gt;
&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Power_Plant:_Dyson_Sphere|Second Floor of the Powerplant]]&lt;br /&gt;
&lt;br /&gt;
====Dyson Engineer====&lt;br /&gt;
Automatically restarts the [[Specializations#Construction_Tab|construction]] of dyson drones on every work tick if enough resources are available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tower Testing==&lt;br /&gt;
&lt;br /&gt;
===Module Manager===&lt;br /&gt;
Gives this worker permission to upgrade tower modules during [[Tower Testing|tower testing]].&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest using xp.&lt;br /&gt;
* Always upgrade most expensive using xp.&lt;br /&gt;
* Always upgrade cheapest using gems.&lt;br /&gt;
* Always upgrade most expensive using gems.&lt;br /&gt;
&lt;br /&gt;
===Era Divider===&lt;br /&gt;
{{Spoiler hatnote|Era}}&lt;br /&gt;
These worker tasks unlocks after reaching [[Era|Era]].&lt;br /&gt;
&lt;br /&gt;
Constantly tries to upgrade the damage and health dividers by one level. The upgrade order is based on the assigned rule.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive.&lt;br /&gt;
* Only upgrade health divider.&lt;br /&gt;
* Only upgrade damage divider.&lt;br /&gt;
&lt;br /&gt;
==Arcade==&lt;br /&gt;
&lt;br /&gt;
===Lucky Wheel Player===&lt;br /&gt;
Automatically spins the Lucky Wheel on every work tick.&lt;br /&gt;
&lt;br /&gt;
===Jumble Player===&lt;br /&gt;
Automatically plays Jumble on every work tick.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
===Buy &amp;amp; Combine===&lt;br /&gt;
Buys 3x T1 [[Museum#Power_stones|Power Stones]] and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
===Buy Market &amp;amp; Combine===&lt;br /&gt;
Buys highest tier [[Museum#Power_stones|Power Stones]] from the market and performs a quick combine action per worker tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Fire'''/'''Water'''/'''Earth'''/'''Air'''/'''Nature'''/'''Light'''/'''Darkness'''/'''Electricity'''&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
===Era Scientist===&lt;br /&gt;
&lt;br /&gt;
Attempts to research lowering the xp cost for disabling era powers or to instantly finish an active research by using available hits taken/enemies destroyed.&lt;br /&gt;
'''Provides Additional Options!''' &lt;br /&gt;
* '''All/Every enemy type'''&lt;br /&gt;
&lt;br /&gt;
===Head of Era Experiments===&lt;br /&gt;
&lt;br /&gt;
Automatically restarts the research that lowers the xp cost of the era hp and damage dividers if enough funds are available.&lt;br /&gt;
&lt;br /&gt;
===Essence Gatherer===&lt;br /&gt;
&lt;br /&gt;
Attempts to research essence or to instantly finish an active research using available hits taken/enemies destroyed.&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Cycles through every element/(Each element individually).'''&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
===Head of Science===&lt;br /&gt;
Orders this worker to prestige an experiment that is ready to prestige on ever work tick.&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''All/(each element)'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Water Plants (Nature Experiment)===&lt;br /&gt;
Waters a single tile in the [[Experiment:_Nature|nature experiment]] garden every tick. Only dry tiles are being watered so wet tiles are automatically skipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Expand (Neutral Experiment)===&lt;br /&gt;
Automatically uses the expand function of the [[Experiment:_Neutral|neutral experiment]] on every worker tick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Freezer (Water Experiment)===&lt;br /&gt;
Automatically switches between charging the battery and activating the freezer of the [[Experiment:_Water|water experiment]]. Does not interrupt pumping into or draining water from the tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Particle Researcher (Darkness Experiment)===&lt;br /&gt;
Tries to align the scanner exactly with the direction the particle is located in on every work tick. Also tries to collect the particle on every work tick if possible. Higher scan range and noise reduction increases the chance of the worker finding the particle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spin (Gems Experiment)===&lt;br /&gt;
Starts spinning a non-gem, non-spinning tile in the gem experiment as well as its surroundings on every work tick. Workers are affected by lock chance as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stack Inserter (Gems Experiment)===&lt;br /&gt;
Inserts the specified amount of stacks into the gem grinder on every work tick.&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''1/10/100 stacks'''&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Donut Gifter (Exotic Experiment)===&lt;br /&gt;
Automatically gifts 10% of the best resource that matches the selected filter to the current celestial donut. If the current donut is completed then the worker will automatically move on to the next one.&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Only gift '''good/neutral/bad''' items or better&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&lt;br /&gt;
&lt;br /&gt;
===Auto-Constuct===&lt;br /&gt;
Automatically tries to upgrade any [[Construction_Firm#Building|building]] that matches the specified criteria.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* Always upgrade cheapest.&lt;br /&gt;
* Always upgrade most expensive possible.&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
===Drill Operator===&lt;br /&gt;
Automatically refills and restarts the [[Mine#Drilling|drill]] on every work tick. Make sure to provide enough resources for fuel.&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
[[Mine#Mining|Digs]] up a single tile on each work tick provided there are enough resources to pay the digging price. If the entire grid is empty then a new layer will be generated instead.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Any Color Shard you have unlocked'''&lt;br /&gt;
&lt;br /&gt;
===Asteroid Mining===&lt;br /&gt;
{{Spoiler hatnote|Mine Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Mine:_Asteroid_Mining|Second Floor of the Mine]].&lt;br /&gt;
&lt;br /&gt;
====Asteroid Miner====&lt;br /&gt;
&lt;br /&gt;
Automatically starts drilling the next drill-able field in the [[Specializations#Asteroids_Tab|asteroid cluster]] at the selected index if no other field is being drilled on the next work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Mining cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Treasure Hunter====&lt;br /&gt;
Automatically collects the next collectible [[Specializations#Treasures_Tab|reward]] in the selected cluster on a work tick.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Claim rewards in cluster at position X of the list'''&lt;br /&gt;
&lt;br /&gt;
====Astrophysicist====&lt;br /&gt;
Disposes completed [[Specializations#Cluster_Tab|clusters]] on every work tick and tries to start scanning if no scan is currently active.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''Perform quick scans'''&lt;br /&gt;
* '''Perform regular scans'''&lt;br /&gt;
&lt;br /&gt;
==Trading Post==&lt;br /&gt;
&lt;br /&gt;
===''Trader''===&lt;br /&gt;
* Automatically trades the first offer with the selected percentage and crate multiplier specified on work tick.&lt;br /&gt;
* Make sure to configure the trading amount percentage in the trading post before assigning this task to a worker!&lt;br /&gt;
* Provides additional options! (Crate multiplier &amp;gt;= any/0.5/0.75/1/1.25/1.5/1.75/2).&lt;br /&gt;
&lt;br /&gt;
==Factory==&lt;br /&gt;
&lt;br /&gt;
===Ore Manager===&lt;br /&gt;
Automatically puts ores into the [[Factory#Crusher|crusher]] to turn them into dust.&lt;br /&gt;
&lt;br /&gt;
'''Ignores items in the crafting grid so you can use it to keep items away from this worker!'''&lt;br /&gt;
&lt;br /&gt;
===Mixing Engineer===&lt;br /&gt;
Automatically turns dust into ore lumps and puts them into the [[Factory#Mixer|mixer]]. '''Provides additional options!'''&lt;br /&gt;
* '''Up to T2/3/4/5/6/7/8/9/10/only insert dust'''&lt;br /&gt;
&lt;br /&gt;
===Boiler Operator===&lt;br /&gt;
Automatically puts higher tier dust into the boiler to turn it into lower tier dust. Ensures that at least 1 of each dust remains. '''Provides additional options!'''&lt;br /&gt;
* '''Down to T1/2/3/4/5/6/7/8/9 dust'''&lt;br /&gt;
&lt;br /&gt;
===Refining Overseer===&lt;br /&gt;
Restarts the [[Factory#Refining|refining]] process with the least amount of shards required to get the desired ore tier.&lt;br /&gt;
&lt;br /&gt;
'''Provides additional options!'''&lt;br /&gt;
* '''T1-T10'''&lt;br /&gt;
&lt;br /&gt;
===Forestry Technician===&lt;br /&gt;
Harvests all yields of a single tree on every work tick. Cycles through all active trees.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
{{Spoiler hatnote|Factory Floor 2}}&lt;br /&gt;
These worker tasks unlocks after unlocking the [[Specializations#Factory:_Crafter_and_Fabricator|Second Floor of the Factory]].&lt;br /&gt;
&lt;br /&gt;
====Dissolving Expert====&lt;br /&gt;
&lt;br /&gt;
Automatically add an itemstack to the beginning of the [[Specializations#The_Fabricator|dissolve]] queue of the fabricator based on your filter settings.&lt;br /&gt;
&lt;br /&gt;
'''Make sure to configure your auto-dissolve settings in the fabricator before assigning this task!'''&lt;br /&gt;
&lt;br /&gt;
=AI=&lt;br /&gt;
==Worker Taskid's==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Worker Task Id Table&lt;br /&gt;
! Facility Name !! Taskid !! Description&lt;br /&gt;
|-&lt;br /&gt;
|Tower||task.towertesting.upgrade||Upgrades modules during tower testing ()&lt;br /&gt;
|-&lt;br /&gt;
|Tower||task.towertesting.upgradeEra||Upgrades Eradividers during tower testing ()&lt;br /&gt;
|-&lt;br /&gt;
|Powerplant||task.powerplant.replace||Replacing empty power plant resource containers&lt;br /&gt;
|-&lt;br /&gt;
|Powerplant||task.powerplant.restart||Restarting the boosts inside the powerplant whenever they run out&lt;br /&gt;
|-&lt;br /&gt;
|Powerplant||task.dyson.construct||Constructing dyson drones in side the powerplant&lt;br /&gt;
|-&lt;br /&gt;
|Shipyard||shipyard.shipping||Ordering a new shipment and collecting it after it arrives ()&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.prestige||Prestinging [Selection] in the laboratory&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.nature.water||watering plants in the nature experiment&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.neutral.expand||Expanding in the neutral experiment&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.water.freeze||Freezing water in the water expirment&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.darkness.search||Searching and collecting particles in the darkness experiment&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.gems.spin||Spinning for gems in the gems experiment&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.gems.stack||Inserting (#) stack(s) in the gems experiment grinder&lt;br /&gt;
|-&lt;br /&gt;
|Laboratory||task.laboratory.exotic.gift||Gifts 10% of best resources towards donuts&lt;br /&gt;
|-&lt;br /&gt;
|Construction Firm||task.construct||Constructing buildings ()&lt;br /&gt;
|-&lt;br /&gt;
|Trading Post||task.tradingpost.trading||Automatically performs crate trades, has options&lt;br /&gt;
|-&lt;br /&gt;
|Workshop||task.workshop.era.research||Starts and finishes research for era disable powers, must specify element&lt;br /&gt;
|-&lt;br /&gt;
|Workshop||task.workshop.era.experiment||Restarts research into hp/damage dividers&lt;br /&gt;
|-&lt;br /&gt;
|Workshop||task.workshop.era.essence||Starts and finishes research for essence, must specify element&lt;br /&gt;
|-&lt;br /&gt;
|Museum||task.museum.buycombine||Buy 3x () Power Stones and do a quick combine&lt;br /&gt;
|-&lt;br /&gt;
|Museum||task.museum.buyoffshore||Buy highest tier () Power Stones and do a quick combine&lt;br /&gt;
|-&lt;br /&gt;
|Factory||factory.oreManagement||Putting ores into the crusher&lt;br /&gt;
|-&lt;br /&gt;
|Factory||factory.upTiering||Turns dust into lumps and puts them into the mixer, option for max tier of dust-&amp;gt;lump&lt;br /&gt;
|-&lt;br /&gt;
|Factory||factory.downTiering||Boils dust down to lower tier dust, always keeping one. Option for min tier&lt;br /&gt;
|-&lt;br /&gt;
|Factory||factory.refiningManagement||Restarting ore refining everytime it completes ()&lt;br /&gt;
|-&lt;br /&gt;
|Factory||factory.dissolveManagement||Adding items to the dissolve queue of the fabricator&lt;br /&gt;
|-&lt;br /&gt;
|Factory||factory.treeHarvesting||Gathers yields from trees (or planted things) every tick&lt;br /&gt;
|-&lt;br /&gt;
|Mine||task.mine||Mining and generating layers as long as layers are available (tab)&lt;br /&gt;
|-&lt;br /&gt;
|Mine||task.mine.drill||Refilling and restarting the mining drill&lt;br /&gt;
|-&lt;br /&gt;
|Mine||task.mine.asteroid||Mining asteroids at list index ()&lt;br /&gt;
|-&lt;br /&gt;
|Mine||task.claim.asteroid||Claming asteroid rewards at list index ()&lt;br /&gt;
|-&lt;br /&gt;
|Mine||task.scan.asteroid||Scan for asteroids () and dispose completed clusters&lt;br /&gt;
|-&lt;br /&gt;
|Arcade||task.arcade.playLuckyWheel||Spinning the Lucky Wheel in the Arcade&lt;br /&gt;
|-&lt;br /&gt;
|Arcade||task.arcade.playJumble||Playing Jumble in the Arcade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Trivia and Credits=&lt;br /&gt;
===Trivia===&lt;br /&gt;
* Before workers got added, the [[Tower Customization]] button icon uses the cube symbol. It got changed to the current icon because worker button now uses that icon.&lt;br /&gt;
* In an earlier version, the worker task &amp;quot;Buy and Combine&amp;quot; can trigger a bug that crafts t51 gems.&lt;br /&gt;
* ''Yes, you don't pay your worker more gems once you buy them. They are just sla[REDACTED]''&lt;br /&gt;
&lt;br /&gt;
===Credits===&lt;br /&gt;
Authored by: [[Special:Contributions/cl1794|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3352</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3352"/>
		<updated>2023-12-24T00:25:03Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Calendar */ Day 12 guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 9 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 9 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 9 resources.&lt;br /&gt;
* '''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
** '''Coal Miners''': 25 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
* '''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
** '''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
* '''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
** '''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
** Default minimum freezing temperature: N/A&lt;br /&gt;
* '''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
** '''Paper Mill''': 15 worker slots by default&lt;br /&gt;
** '''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
* '''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
** '''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
* '''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
** '''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
* '''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
** '''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
* '''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
** '''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
* '''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
** '''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
** '''Milking Station''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 5% || 6.667% || 10% || 10% || 10% || 5% || 10% || 5% || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| N/A || 4 || 1 -&amp;gt; 1 || 1+1 -&amp;gt; 1 || 1 || 1 || 2 || 1 -&amp;gt; 1 || 1 -&amp;gt; 1 || 0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Formula !! T1 !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 !! T9 !! T10&lt;br /&gt;
|-&lt;br /&gt;
| Coal Factory || 100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1) || 100 || {{Number|12000}} || {{Number|1440000}} || {{Number|172800000}} || {{Number|20736000000}} ||colspan=5 style=&amp;quot;text-align:center&amp;quot;| MAXED&lt;br /&gt;
|-&lt;br /&gt;
| Cookie Factory || &amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; || {{Number|4000}} || {{Number|125000}} || {{Number|500000}} || {{Number|1250000}} || {{Number|3000000}} || {{Number|5000000}} || {{Number|10000000}} || {{Number|17500000}} || {{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
| Gingerbread House || 100*12^(tier-1) || 100 || {{Number|1200}} || {{Number|14400}} || {{Number|172800}} || {{Number|2073600}} || {{Number|24883200}} || {{Number|298598400}} || {{Number|3583180800}} || {{Number|42998169600}} || {{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
| Present Factory || 500*12^(tier-1) || 500 || {{Number|6000}} || {{Number|72000}} || {{Number|864000}} || {{Number|10368000}} || {{Number|124416000}} || {{Number|1492992000}} || {{Number|17915904000}} || {{Number|214990848000}} || {{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
| Toy Factory || 350*12^(tier-1) || 350 || {{Number|4200}} || {{Number|50400}} || {{Number|604800}} || {{Number|7257600}} || {{Number|87091200}} || {{Number|1045094400}} || {{Number|12541132800}} || {{Number|150493593600}} || {{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree Factory || 200*12^(tier-1) || 200 || {{Number|2400}} || {{Number|28800}} || {{Number|345600}} || {{Number|4147200}} || {{Number|49766400}} || {{Number|597196800}} || {{Number|7166361600}} || {{Number|85996339200}} || {{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Farm || 250*12^(tier-1) || 250 || {{Number|3000}} || {{Number|36000}} || {{Number|432000}} || {{Number|5184000}} || {{Number|62208000}} || {{Number|746496000}} || {{Number|8957952000}} || {{Number|107495424000}} || {{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer School || 400*12^(tier-1) || 400 || {{Number|4800}} || {{Number|57600}} || {{Number|691200}} || {{Number|8294400}} || {{Number|99532800}} || {{Number|1194393600}} || {{Number|14332723200}} || {{Number|171992678400}} || {{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Milk Farm || 100000*12^(tier-1) || {{Number|100000}} || {{Number|1200000}} || {{Number|14400000}} || {{Number|172800000}} || {{Number|2073600000}} || {{Number|24883200000}} || {{Number|298598400000}} || {{Number|3583180800000}} || {{Number|42998169600000}} || {{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
* Have 50 or more elven workers&lt;br /&gt;
* Produce over {{Number|8e9}} presents&lt;br /&gt;
* Train over {{Number|1e7}} reindeers&lt;br /&gt;
* Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
* Repair all buildings&lt;br /&gt;
* Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
Both of these perks are amazing, and should be taken as soon as they are unlocked.&lt;br /&gt;
&lt;br /&gt;
The milk perk changes the base formula to &amp;lt;code&amp;gt;1 + log(milk+1)/log(2) * milk^0.04 / 4&amp;lt;/code&amp;gt;, which is a multiplier of about 10x and an improvement on the exponent. The other milk perk stacks with this one as well.&lt;br /&gt;
&lt;br /&gt;
The final perk is called &amp;quot;the exponential perk,&amp;quot; because it causes production to grow exponentially. It starts at x1.25 on day 12 (12 - 11 = 1), which is the first day you can unlock it short of bugs/exploits. If you unlock it earlier through some means, it ''can'' reduce your production on earlier days.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3351</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3351"/>
		<updated>2023-12-24T00:18:09Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 9 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 9 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 9 resources.&lt;br /&gt;
* '''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
** '''Coal Miners''': 25 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
* '''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
** '''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
* '''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
** '''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
** Default minimum freezing temperature: N/A&lt;br /&gt;
* '''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
** '''Paper Mill''': 15 worker slots by default&lt;br /&gt;
** '''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
* '''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
** '''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
* '''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
** '''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
* '''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
** '''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
* '''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
** '''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
* '''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
** '''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
** '''Milking Station''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 5% || 6.667% || 10% || 10% || 10% || 5% || 10% || 5% || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| N/A || 4 || 1 -&amp;gt; 1 || 1+1 -&amp;gt; 1 || 1 || 1 || 2 || 1 -&amp;gt; 1 || 1 -&amp;gt; 1 || 0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost''', which does not change anything about the event but is a reward in Tower Testing for participating. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Formula !! T1 !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 !! T9 !! T10&lt;br /&gt;
|-&lt;br /&gt;
| Coal Factory || 100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1) || 100 || {{Number|12000}} || {{Number|1440000}} || {{Number|172800000}} || {{Number|20736000000}} ||colspan=5 style=&amp;quot;text-align:center&amp;quot;| MAXED&lt;br /&gt;
|-&lt;br /&gt;
| Cookie Factory || &amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; || {{Number|4000}} || {{Number|125000}} || {{Number|500000}} || {{Number|1250000}} || {{Number|3000000}} || {{Number|5000000}} || {{Number|10000000}} || {{Number|17500000}} || {{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
| Gingerbread House || 100*12^(tier-1) || 100 || {{Number|1200}} || {{Number|14400}} || {{Number|172800}} || {{Number|2073600}} || {{Number|24883200}} || {{Number|298598400}} || {{Number|3583180800}} || {{Number|42998169600}} || {{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
| Present Factory || 500*12^(tier-1) || 500 || {{Number|6000}} || {{Number|72000}} || {{Number|864000}} || {{Number|10368000}} || {{Number|124416000}} || {{Number|1492992000}} || {{Number|17915904000}} || {{Number|214990848000}} || {{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
| Toy Factory || 350*12^(tier-1) || 350 || {{Number|4200}} || {{Number|50400}} || {{Number|604800}} || {{Number|7257600}} || {{Number|87091200}} || {{Number|1045094400}} || {{Number|12541132800}} || {{Number|150493593600}} || {{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree Factory || 200*12^(tier-1) || 200 || {{Number|2400}} || {{Number|28800}} || {{Number|345600}} || {{Number|4147200}} || {{Number|49766400}} || {{Number|597196800}} || {{Number|7166361600}} || {{Number|85996339200}} || {{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Farm || 250*12^(tier-1) || 250 || {{Number|3000}} || {{Number|36000}} || {{Number|432000}} || {{Number|5184000}} || {{Number|62208000}} || {{Number|746496000}} || {{Number|8957952000}} || {{Number|107495424000}} || {{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer School || 400*12^(tier-1) || 400 || {{Number|4800}} || {{Number|57600}} || {{Number|691200}} || {{Number|8294400}} || {{Number|99532800}} || {{Number|1194393600}} || {{Number|14332723200}} || {{Number|171992678400}} || {{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Milk Farm || 100000*12^(tier-1) || {{Number|100000}} || {{Number|1200000}} || {{Number|14400000}} || {{Number|172800000}} || {{Number|2073600000}} || {{Number|24883200000}} || {{Number|298598400000}} || {{Number|3583180800000}} || {{Number|42998169600000}} || {{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
* Have 50 or more elven workers&lt;br /&gt;
* Produce over {{Number|8e9}} presents&lt;br /&gt;
* Train over {{Number|1e7}} reindeers&lt;br /&gt;
* Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
* Repair all buildings&lt;br /&gt;
* Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3350</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3350"/>
		<updated>2023-12-24T00:16:52Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Mechanics */ Add resource boost formula.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
There are 9 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
There are 9 buildings, each providing a different resource needed within the Wonderland. They are unlocked, and upgraded using '''Cookies'''. Some buildings may have more than 1 sub-station that produces 1 of the 9 resources.&lt;br /&gt;
* '''Coal Factory'''&amp;lt;br /&amp;gt;''Grants the ability to equip buildings with coal ovens in order to increase their heat level. Receives +10&amp;amp;deg;C self-heat per tier.''&lt;br /&gt;
** '''Coal Miners''': 25 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -50&amp;amp;deg;C&lt;br /&gt;
* '''Cookie Factory'''&amp;lt;br /&amp;gt;''The cookie factory provides you with the most basic construction resource.''&lt;br /&gt;
** '''Cookie Production Line''': 20 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
* '''Gingerbread House'''&amp;lt;br /&amp;gt;''Housing for worker elves. Higher levels provide more workers.''&lt;br /&gt;
** '''Workers''': for each tier of this building, total workers available is increased by an additional 5&lt;br /&gt;
** Default minimum freezing temperature: N/A&lt;br /&gt;
* '''Present Factory'''&amp;lt;br /&amp;gt;''In the present factory you can convert trees to wrapping paper which can then be used to wrap toys in order to turn them into presents.''&lt;br /&gt;
** '''Paper Mill''': 15 worker slots by default&lt;br /&gt;
** '''Present Wrapping Station''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
* '''Toy Factory'''&amp;lt;br /&amp;gt;''The toy factory recycles fallen testing androids into joyful little fun appliances.''&lt;br /&gt;
** '''Toy Production Line''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
* '''Tree Factory'''&amp;lt;br /&amp;gt;''Using the power of forestry the tree factory can basically produce a huge amount of timber in a very brief amount of time.''&lt;br /&gt;
** '''Tree Logging Station''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
* '''Reindeer Farm'''&amp;lt;br /&amp;gt;''With the right saplings you can grow anything. Even reindeers.''&lt;br /&gt;
** '''Reindeer Breeding Station''': 20 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -40&amp;amp;deg;C&lt;br /&gt;
* '''Reindeer School'''&amp;lt;br /&amp;gt;''Provides reindeers with PhDs in sleigh pulling.''&lt;br /&gt;
** '''Reindeer Class''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
* '''Reindeer Milk Farm'''&amp;lt;br /&amp;gt;''Reindeers provide milk? Seems like my knowledge keeps expanding every day.''&lt;br /&gt;
** '''Reindeer Milk Production Training''': 20 worker slots by default&lt;br /&gt;
** '''Milking Station''': 10 worker slots by default&lt;br /&gt;
** Default minimum freezing temperature: -30&amp;amp;deg;C&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 5% || 6.667% || 10% || 10% || 10% || 5% || 10% || 5% || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| N/A || 4 || 1 -&amp;gt; 1 || 1+1 -&amp;gt; 1 || 1 || 1 || 2 || 1 -&amp;gt; 1 || 1 -&amp;gt; 1 || 0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
A final mechanic is the '''Resource Boost'''. The multiplier that is applied to resources has the formula &amp;lt;code&amp;gt;multiplier = (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(presents + 1) * presents&amp;lt;sup&amp;gt;0.01&amp;lt;/sup&amp;gt; * 0.1 + 1) * (log&amp;lt;sub&amp;gt;10000&amp;lt;/sub&amp;gt;(reindeer + 1) * reindeer&amp;lt;sup&amp;gt;0.02&amp;lt;/sup&amp;gt; * 0.2 + 1)&amp;lt;/code&amp;gt;. To calculate the bonus shown on-screen, &amp;lt;code&amp;gt;resource_bonus = (multiplier - 1) * 100%&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Listed below are the cost, in '''Cookies''', to rebuild (T1) and upgrade (T2 and higher) each of the buildings in '''Winter Wonderland'''. Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Formula !! T1 !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 !! T9 !! T10&lt;br /&gt;
|-&lt;br /&gt;
| Coal Factory || 100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1) || 100 || {{Number|12000}} || {{Number|1440000}} || {{Number|172800000}} || {{Number|20736000000}} ||colspan=5 style=&amp;quot;text-align:center&amp;quot;| MAXED&lt;br /&gt;
|-&lt;br /&gt;
| Cookie Factory || &amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; || {{Number|4000}} || {{Number|125000}} || {{Number|500000}} || {{Number|1250000}} || {{Number|3000000}} || {{Number|5000000}} || {{Number|10000000}} || {{Number|17500000}} || {{Number|22500000}}&lt;br /&gt;
|-&lt;br /&gt;
| Gingerbread House || 100*12^(tier-1) || 100 || {{Number|1200}} || {{Number|14400}} || {{Number|172800}} || {{Number|2073600}} || {{Number|24883200}} || {{Number|298598400}} || {{Number|3583180800}} || {{Number|42998169600}} || {{Number|515978035200}}&lt;br /&gt;
|-&lt;br /&gt;
| Present Factory || 500*12^(tier-1) || 500 || {{Number|6000}} || {{Number|72000}} || {{Number|864000}} || {{Number|10368000}} || {{Number|124416000}} || {{Number|1492992000}} || {{Number|17915904000}} || {{Number|214990848000}} || {{Number|2579890176000}}&lt;br /&gt;
|-&lt;br /&gt;
| Toy Factory || 350*12^(tier-1) || 350 || {{Number|4200}} || {{Number|50400}} || {{Number|604800}} || {{Number|7257600}} || {{Number|87091200}} || {{Number|1045094400}} || {{Number|12541132800}} || {{Number|150493593600}} || {{Number|1805923123200}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree Factory || 200*12^(tier-1) || 200 || {{Number|2400}} || {{Number|28800}} || {{Number|345600}} || {{Number|4147200}} || {{Number|49766400}} || {{Number|597196800}} || {{Number|7166361600}} || {{Number|85996339200}} || {{Number|1031956070400}}&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Farm || 250*12^(tier-1) || 250 || {{Number|3000}} || {{Number|36000}} || {{Number|432000}} || {{Number|5184000}} || {{Number|62208000}} || {{Number|746496000}} || {{Number|8957952000}} || {{Number|107495424000}} || {{Number|1289945088000}}&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer School || 400*12^(tier-1) || 400 || {{Number|4800}} || {{Number|57600}} || {{Number|691200}} || {{Number|8294400}} || {{Number|99532800}} || {{Number|1194393600}} || {{Number|14332723200}} || {{Number|171992678400}} || {{Number|2063912140800}}&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Milk Farm || 100000*12^(tier-1) || {{Number|100000}} || {{Number|1200000}} || {{Number|14400000}} || {{Number|172800000}} || {{Number|2073600000}} || {{Number|24883200000}} || {{Number|298598400000}} || {{Number|3583180800000}} || {{Number|42998169600000}} || {{Number|515978035200000}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.]]&lt;br /&gt;
Just like the [[Halloween]] event the '''Winter Wonderland''' has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
List of quests:&lt;br /&gt;
* Have 50 or more elven workers&lt;br /&gt;
* Produce over {{Number|8e9}} presents&lt;br /&gt;
* Train over {{Number|1e7}} reindeers&lt;br /&gt;
* Get all [[#Calendar|calendar]] upgrades&lt;br /&gt;
* Repair all buildings&lt;br /&gt;
* Complete all quests&lt;br /&gt;
&lt;br /&gt;
Completing each quest unlocks an event-themed [[Town|Town Asset]], and completing all quests rewards an [[Artifacts|Artifact]] and an [[Achievements|Achievement]].&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10&amp;amp;deg;C becomes 1.2x temperature factor and 20&amp;amp;deg;C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10&amp;amp;deg;C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
===Day 7===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Insulation'''||Cold penalty is reduced from ^(1/2) to ^(2/3) per 10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max workers +20, Freeze level -10&amp;amp;deg;C, Bonus production per building tier x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 8===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Tower Testing'''||+125% Production while tower testing is active&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Bonus production per building tier x4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 9===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Worker efficiency doubles for every non-frozen building running at full capacity&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Milk now affects coal factory workers at a greatly reduced rate&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 10===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Base heat level +10&amp;amp;deg;C, Freeze level -10&amp;amp;deg;C&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Efficiency per worker x1.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 11===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Base heat level +10&amp;amp;deg;C every second building tier&lt;br /&gt;
|-&lt;br /&gt;
|'''Elves'''||Total amount of workers x2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Day 12===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Formula for milk bonus is improved&lt;br /&gt;
|-&lt;br /&gt;
|'''All Buildings'''||Production x1.25 for every day after the 11th (exponential)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3316</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3316"/>
		<updated>2023-12-12T04:27:50Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: Correct day 5 upgrade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
There are 9 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 5% || 6.667% || 10% || 10% || 10% || 5% || 10% || 5% || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| N/A || 4 || 1 -&amp;gt; 1 || 1+1 -&amp;gt; 1 || 1 || 1 || 2 || 1 -&amp;gt; 1 || 1 -&amp;gt; 1 || 0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Formula !! T1 !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 !! T9 !! T10&lt;br /&gt;
|-&lt;br /&gt;
| Coal Factory || 100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1) || 100 || 12000 || 1.44e6 || 1.73e8 || 2.07e10 ||colspan=5 style=&amp;quot;text-align:center&amp;quot;| MAXED&lt;br /&gt;
|-&lt;br /&gt;
| Cookie Factory || &amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; || 4000 || 1.25e5 || 5e5 || 1.25e6 || 3e6 || 5e6 || 1e7 || 1.75e7 || 2.25e7&lt;br /&gt;
|-&lt;br /&gt;
| Gingerbread House || 100*12^(tier-1) || 100 || 1200 || 14400 || 1.73e5 || 2.07e6 || 2.49e7 || 2.99e8 || 3.58e9 || 4.30e10 || 5.16e11&lt;br /&gt;
|-&lt;br /&gt;
| Present Factory || 500*12^(tier-1) || 500 || 6000 || 72000 || 8.64e5 || 1.04e7 || 1.24e8 || 1.49e9 || 1.79e10 || 2.15e11 || 2.58e12&lt;br /&gt;
|-&lt;br /&gt;
| Toy Factory || 350*12^(tier-1) || 350 || 4200 || 50400 || 6.05e5 || 7e26e6 || 8.71e7 || 1.05e9 || 1.25e10 || 1.50e11 || 1.81e12&lt;br /&gt;
|-&lt;br /&gt;
| Tree Factory || 200*12^(tier-1) || 200 || 2400 || 28800 || 3.46e5 || 4.15e6 || 4.98e7 || 5.97e8 || 7.17e9 || 8.60e10 || 1.03e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Farm || 250*12^(tier-1) || 250 || 3000 || 18000 || 4.32e5 || 5.18e6 || 6.22e7 || 7.46e8 || 8.96e9 || 1.07e11 || 1.29e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer School || 400*12^(tier-1) || 400 || 4800 || 57600 || 6.91e5 || 8.29e6 || 9.95e7 || 1.19e9 || 1.43e10 || 1.72e11 || 2.06e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Milk Farm || 10000*12^(tier-1) || 1e5 || 1.2e6 || 1.44e7 || 1.73e8 || 2.07e9 || 2.49e10 || 2.99e11 || 3.58e12 || 4.30e13 || 5.16e14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.]]&lt;br /&gt;
Just like the [[Halloween]] event the Winter Wonderland has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Upgrade_Calendar.png|thumb|Upgrade Calendar fully unlocked after the 12th day.]]&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10°C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10°C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0°C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10°C becomes 1.2x temperature factor and 20°C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. This affects the entire factor, i.e. the formula changes to &amp;lt;code&amp;gt;(1 + log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10°C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3313</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3313"/>
		<updated>2023-12-10T23:55:44Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: Day 6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
There are 9 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 5% || 6.667% || 10% || 10% || 10% || 5% || 10% || 5% || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| N/A || 4 || 1 -&amp;gt; 1 || 1+1 -&amp;gt; 1 || 1 || 1 || 2 || 1 -&amp;gt; 1 || 1 -&amp;gt; 1 || 0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Formula !! T1 !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 !! T9 !! T10&lt;br /&gt;
|-&lt;br /&gt;
| Coal Factory || 100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1) || 100 || 12000 || 1.44e6 || 1.73e8 || 2.07e10 ||colspan=5 style=&amp;quot;text-align:center&amp;quot;| MAXED&lt;br /&gt;
|-&lt;br /&gt;
| Cookie Factory || &amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; || 4000 || 1.25e5 || 5e5 || 1.25e6 || 3e6 || 5e6 || 1e7 || 1.75e7 || 2.25e7&lt;br /&gt;
|-&lt;br /&gt;
| Gingerbread House || 100*12^(tier-1) || 100 || 1200 || 14400 || 1.73e5 || 2.07e6 || 2.49e7 || 2.99e8 || 3.58e9 || 4.30e10 || 5.16e11&lt;br /&gt;
|-&lt;br /&gt;
| Present Factory || 500*12^(tier-1) || 500 || 6000 || 72000 || 8.64e5 || 1.04e7 || 1.24e8 || 1.49e9 || 1.79e10 || 2.15e11 || 2.58e12&lt;br /&gt;
|-&lt;br /&gt;
| Toy Factory || 350*12^(tier-1) || 350 || 4200 || 50400 || 6.05e5 || 7e26e6 || 8.71e7 || 1.05e9 || 1.25e10 || 1.50e11 || 1.81e12&lt;br /&gt;
|-&lt;br /&gt;
| Tree Factory || 200*12^(tier-1) || 200 || 2400 || 28800 || 3.46e5 || 4.15e6 || 4.98e7 || 5.97e8 || 7.17e9 || 8.60e10 || 1.03e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Farm || 250*12^(tier-1) || 250 || 3000 || 18000 || 4.32e5 || 5.18e6 || 6.22e7 || 7.46e8 || 8.96e9 || 1.07e11 || 1.29e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer School || 400*12^(tier-1) || 400 || 4800 || 57600 || 6.91e5 || 8.29e6 || 9.95e7 || 1.19e9 || 1.43e10 || 1.72e11 || 2.06e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Milk Farm || 10000*12^(tier-1) || 1e5 || 1.2e6 || 1.44e7 || 1.73e8 || 2.07e9 || 2.49e10 || 2.99e11 || 3.58e12 || 4.30e13 || 5.16e14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.]]&lt;br /&gt;
Just like the [[Halloween]] event the Winter Wonderland has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It ''can'' be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and ''also'' sets a 30 minute cooldown when you reset '''while''' the perk is taken. Because of this, careful use allows the cooldown to ''always'' be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10°C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to ''all'' buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10°C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk ''sounds'' exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0°C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, ''both'' perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10°C becomes 1.2x temperature factor and 20°C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. Note that this only affects the ''bonus'', i.e. the formula changes to &amp;lt;code&amp;gt;1 + (log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Day 6===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrappings'''||Max. workers -10, Efficiency per worker increases accordingly&lt;br /&gt;
|-&lt;br /&gt;
|'''Presents'''&amp;lt;br&amp;gt;'''Present Factory'''||Efficiency per worker x2&amp;lt;br&amp;gt;Base heat level +10°C&lt;br /&gt;
|}&lt;br /&gt;
Neither of these are useful early on.&lt;br /&gt;
&lt;br /&gt;
Wrappings increases per-worker efficiency to 20%. Like the reindeer perk, it lowers the filled size of the building to 15, making it a useful later target for the filled-building perk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Presents&amp;quot; refers only to the present wrapping station half, while the base heat level applies to the entire building.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3312</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3312"/>
		<updated>2023-12-10T23:43:25Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: More days, note about coal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
There are 9 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 5% || 6.667% || 10% || 10% || 10% || 5% || 10% || 5% || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| N/A || 4 || 1 -&amp;gt; 1 || 1+1 -&amp;gt; 1 || 1 || 1 || 2 || 1 -&amp;gt; 1 || 1 -&amp;gt; 1 || 0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Note that '''the Coal Factory does not''' receive many of these bonuses. Specifically, it doesn't get the milk factor (by default) and it also doesn't get the tier multiplier; instead, tier-ups go towards increasing its base heat level. Unlike other buildings, fractional production is not useful, since whole increments of 100% are needed for individual ovens.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Formula !! T1 !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 !! T9 !! T10&lt;br /&gt;
|-&lt;br /&gt;
| Coal Factory || 100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1) || 100 || 12000 || 1.44e6 || 1.73e8 || 2.07e10 ||colspan=5 style=&amp;quot;text-align:center&amp;quot;| MAXED&lt;br /&gt;
|-&lt;br /&gt;
| Cookie Factory || &amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; || 4000 || 1.25e5 || 5e5 || 1.25e6 || 3e6 || 5e6 || 1e7 || 1.75e7 || 2.25e7&lt;br /&gt;
|-&lt;br /&gt;
| Gingerbread House || 100*12^(tier-1) || 100 || 1200 || 14400 || 1.73e5 || 2.07e6 || 2.49e7 || 2.99e8 || 3.58e9 || 4.30e10 || 5.16e11&lt;br /&gt;
|-&lt;br /&gt;
| Present Factory || 500*12^(tier-1) || 500 || 6000 || 72000 || 8.64e5 || 1.04e7 || 1.24e8 || 1.49e9 || 1.79e10 || 2.15e11 || 2.58e12&lt;br /&gt;
|-&lt;br /&gt;
| Toy Factory || 350*12^(tier-1) || 350 || 4200 || 50400 || 6.05e5 || 7e26e6 || 8.71e7 || 1.05e9 || 1.25e10 || 1.50e11 || 1.81e12&lt;br /&gt;
|-&lt;br /&gt;
| Tree Factory || 200*12^(tier-1) || 200 || 2400 || 28800 || 3.46e5 || 4.15e6 || 4.98e7 || 5.97e8 || 7.17e9 || 8.60e10 || 1.03e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Farm || 250*12^(tier-1) || 250 || 3000 || 18000 || 4.32e5 || 5.18e6 || 6.22e7 || 7.46e8 || 8.96e9 || 1.07e11 || 1.29e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer School || 400*12^(tier-1) || 400 || 4800 || 57600 || 6.91e5 || 8.29e6 || 9.95e7 || 1.19e9 || 1.43e10 || 1.72e11 || 2.06e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Milk Farm || 10000*12^(tier-1) || 1e5 || 1.2e6 || 1.44e7 || 1.73e8 || 2.07e9 || 2.49e10 || 2.99e11 || 3.58e12 || 4.30e13 || 5.16e14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.]]&lt;br /&gt;
Just like the [[Halloween]] event the Winter Wonderland has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority. It *can* be used to help fill the reindeer farm for the x2 bonus (a later perk).&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and *also* sets a 30 minute cooldown when you reset **while** the perk is taken. Because of this, careful use allows the cooldown to *always* be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 3===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Coal Factory'''||Own base heat level +10°C&lt;br /&gt;
|-&lt;br /&gt;
|'''Toy Factory'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Coal factory is not great when the weather is warm, but becomes quite useful when the weather is cold. It's typically worth 1-2 elves, but sometimes much more. There is a later perk that adds heat to *all* buildings which is strictly better, but sometimes you might take both.&lt;br /&gt;
&lt;br /&gt;
Toy factory is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
===Day 4===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Max. workers +10&amp;lt;br&amp;gt;Base heat level +10°C&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer School &amp;amp; Milk Farm'''||Efficiency for non-milking workers x1.25&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is very solid in the early days: More room means more space for workers, and more heat always helps. Once the filled-building perk becomes available, you will often sacrifice this perk in order to make filling the cookie factory easier.&lt;br /&gt;
&lt;br /&gt;
Because milk is important, the 2nd perk *sounds* exciting. However, milking is very much the bottleneck for milk production, so this does not actually help in a useful way. As a result, it is lategame only.&lt;br /&gt;
&lt;br /&gt;
===Day 5===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Overheat'''||+20% Production per heat level above 0°C&lt;br /&gt;
|-&lt;br /&gt;
|'''Milk'''||Milk bonus is raised to the power of 1.15&lt;br /&gt;
|}&lt;br /&gt;
For the first time, *both* perks are must-haves. (Generally. In extreme cold weather, you *might* forgo overheat.)&lt;br /&gt;
&lt;br /&gt;
Overheat lets you make use of the top of the heat scale. 10°C becomes 1.2x temperature factor and 20°C becomes 1.4x. This is often especially useful with the Coal Factory, which has fewer ways to get bonuses than other buildings.&lt;br /&gt;
&lt;br /&gt;
Milk is generally quite powerful, and so is increasing its effect. Note that this only affects the **bonus**, i.e. the formula changes to &amp;lt;code&amp;gt;1 + (log(milk+1)/log(1000) * milk^0.03 / 4)^1.15&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3311</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3311"/>
		<updated>2023-12-10T23:18:35Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: Add first two calendar days&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
There are 9 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 5% || 6.667% || 10% || 10% || 10% || 5% || 10% || 5% || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| N/A || 4 || 1 -&amp;gt; 1 || 1+1 -&amp;gt; 1 || 1 || 1 || 2 || 1 -&amp;gt; 1 || 1 -&amp;gt; 1 || 0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Formula !! T1 !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 !! T9 !! T10&lt;br /&gt;
|-&lt;br /&gt;
| Coal Factory || 100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1) || 100 || 12000 || 1.44e6 || 1.73e8 || 2.07e10 ||colspan=5 style=&amp;quot;text-align:center&amp;quot;| MAXED&lt;br /&gt;
|-&lt;br /&gt;
| Cookie Factory || &amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; || 4000 || 1.25e5 || 5e5 || 1.25e6 || 3e6 || 5e6 || 1e7 || 1.75e7 || 2.25e7&lt;br /&gt;
|-&lt;br /&gt;
| Gingerbread House || 100*12^(tier-1) || 100 || 1200 || 14400 || 1.73e5 || 2.07e6 || 2.49e7 || 2.99e8 || 3.58e9 || 4.30e10 || 5.16e11&lt;br /&gt;
|-&lt;br /&gt;
| Present Factory || 500*12^(tier-1) || 500 || 6000 || 72000 || 8.64e5 || 1.04e7 || 1.24e8 || 1.49e9 || 1.79e10 || 2.15e11 || 2.58e12&lt;br /&gt;
|-&lt;br /&gt;
| Toy Factory || 350*12^(tier-1) || 350 || 4200 || 50400 || 6.05e5 || 7e26e6 || 8.71e7 || 1.05e9 || 1.25e10 || 1.50e11 || 1.81e12&lt;br /&gt;
|-&lt;br /&gt;
| Tree Factory || 200*12^(tier-1) || 200 || 2400 || 28800 || 3.46e5 || 4.15e6 || 4.98e7 || 5.97e8 || 7.17e9 || 8.60e10 || 1.03e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Farm || 250*12^(tier-1) || 250 || 3000 || 18000 || 4.32e5 || 5.18e6 || 6.22e7 || 7.46e8 || 8.96e9 || 1.07e11 || 1.29e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer School || 400*12^(tier-1) || 400 || 4800 || 57600 || 6.91e5 || 8.29e6 || 9.95e7 || 1.19e9 || 1.43e10 || 1.72e11 || 2.06e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Milk Farm || 10000*12^(tier-1) || 1e5 || 1.2e6 || 1.44e7 || 1.73e8 || 2.07e9 || 2.49e10 || 2.99e11 || 3.58e12 || 4.30e13 || 5.16e14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.]]&lt;br /&gt;
Just like the [[Halloween]] event the Winter Wonderland has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the appropriate perk is selected.&lt;br /&gt;
&lt;br /&gt;
For the first 12 days, the excitement and strategy comes from new (and increasingly more powerful) perks being revealed. In the next 12 days, the strategy revolves around using the available perks to deal with punishingly cold temperatures. Generally there is a reprieve around Christmas, when the weather clears and people who got started late can quickly catch-up and finish the event, while those playing the whole time can grind for maximum bonuses.&lt;br /&gt;
&lt;br /&gt;
===Day 1===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Cookie Factory'''||Efficiency per worker x2&lt;br /&gt;
|-&lt;br /&gt;
|'''Reindeer Farm'''||Max. workers -5, Efficiency per worker increases accordingly&lt;br /&gt;
|}&lt;br /&gt;
The cookie factory perk is straightforward, and always a must-have.&lt;br /&gt;
&lt;br /&gt;
The reindeer farm increases base efficiency per worker (raw) to 6.667%. Reindeer are not a bottleneck, so this is low-priority even lategame.&lt;br /&gt;
&lt;br /&gt;
===Day 2===&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|'''Reset Cooldown'''||Reduced from 12 hours to 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
|'''Tree Farm'''||Efficiency per worker x2&lt;br /&gt;
|}&lt;br /&gt;
Reset cooldown is much more useful than it seems. It reduces the cooldown as soon as the perk is taken, and *also* sets a 30 minute cooldown when you reset **while** the perk is taken. Because of this, careful use allows the cooldown to *always* be 30 minutes at most, while still keeping full perks. For instance, you can take Reset Cooldown as the first perk of a new day, immediately reset, and then allocate perks as desired (without taking reset cooldown). If you mess up, you will only have to wait 30 minutes to recover. Make sure to always save room for reset cooldown (probably choose it first) when resetting otherwise, and on a long cooldown.&lt;br /&gt;
&lt;br /&gt;
Tree farm is another low-priority lategame perk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3309</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3309"/>
		<updated>2023-12-10T18:09:46Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: Add mechanics section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
There are 9 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
[[File:Cookie_Mechanics_1.png|thumb|Production mechanics, Part 1.]]&lt;br /&gt;
[[File:Cookie_Mechanics_2.png|thumb|Production mechanics, Part 2.]]&lt;br /&gt;
The production of each building is governed by a surprising number of mechanics. You can see the exact values that go into the calculations by hovering over the numbers.&lt;br /&gt;
&lt;br /&gt;
The base is &amp;quot;'''Efficiency per worker (raw)'''&amp;quot;. This measures the productivity of the elves you put into that building, and despite the (raw) label, it is modified by any &amp;quot;efficiency per worker&amp;quot; bonus. The initial per-building values are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| 20% || 5% || 6.667% || 10% || 10% || 10% || 5% || 10% || 5% || 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Next is the '''milk factor'''. This is granted by the amount of milk you have accumulated via milking reindeer; milk is only increased, never consumed. The milk factor grows slowly (especially initially), but is still powerful, and is upgraded through various perks. The initial formula for the milk factor is &amp;lt;code&amp;gt;1 + log(milk+1)/log(1000) * milk^0.03 / 4&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The last of the efficiency factors is the '''temperature factor'''. As the weather gets colder, buildings also get colder and their production decreases. This can be counteracted by using ovens from the Coal Factory to provide heat, as well as perks that provide heat. If a building's temperature drops ''too'' far, it will freeze and be unable to produce at all. The initial formula for temperature factory is 1x at 0c and x0.5 for every -10c. The &amp;quot;Overheat&amp;quot; perk allows for bonus efficiency at heat above 0c, and Insulation reduces the penalty.&lt;br /&gt;
&lt;br /&gt;
Combining all the above factors and multiplying by the number of elves gives a total &amp;quot;efficiency,&amp;quot; listed in percent. For the example in the screenshot, &amp;quot;Efficiency per worker (raw)&amp;quot; is 240% (multiplied by 48x through various perks), Milk Factor is 2.33188 (from a raw milk of 47959629, with the ^1.15 perk), and the temperature factor is 1. With 20 elves, this gives 240 * 2.33188 * 1 * 20 = 11193.02% total efficiency, matching what is shown.&lt;br /&gt;
&lt;br /&gt;
The upper box converts efficiency into production. &amp;quot;'''Production at 100% (raw)'''&amp;quot; determines how the bottom efficiency becomes production, and it is '''unchanged''' by any bonuses. If there are insufficient inputs, the production will be throttled appropriately, but sometimes the numbers will display wrong. All values in the table are per-second, arrows indicate (consumed -&amp;gt; produced).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Coal !! Cookies !! Paper Mill !! Wrapping !! Toys !! Trees !! Deer !! School !! Milk Train !! Milking&lt;br /&gt;
|-&lt;br /&gt;
| N/A || 4 || 1 -&amp;gt; 1 || 1+1 -&amp;gt; 1 || 1 || 1 || 2 || 1 -&amp;gt; 1 || 1 -&amp;gt; 1 || 0.1 -&amp;gt; 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The '''tier multiplier''' is applied on top of efficiency before converting to production. Buildings can be upgraded, and each additional tier grants 0.25 to the tier multiplier. There are perks that increase this: For instance, there is a perk that &amp;quot;multiplies bonus production per building tier x4.&amp;quot; This only affects ''the bonus'', i.e. it changes the formula from &amp;lt;code&amp;gt;1 + (tier - 1)/4&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;1 + (tier - 1) = tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Formula !! T1 !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 !! T9 !! T10&lt;br /&gt;
|-&lt;br /&gt;
| Coal Factory || 100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1) || 100 || 12000 || 1.44e6 || 1.73e8 || 2.07e10 ||colspan=5 style=&amp;quot;text-align:center&amp;quot;| MAXED&lt;br /&gt;
|-&lt;br /&gt;
| Cookie Factory || &amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; || 4000 || 1.25e5 || 5e5 || 1.25e6 || 3e6 || 5e6 || 1e7 || 1.75e7 || 2.25e7&lt;br /&gt;
|-&lt;br /&gt;
| Gingerbread House || 100*12^(tier-1) || 100 || 1200 || 14400 || 1.73e5 || 2.07e6 || 2.49e7 || 2.99e8 || 3.58e9 || 4.30e10 || 5.16e11&lt;br /&gt;
|-&lt;br /&gt;
| Present Factory || 500*12^(tier-1) || 500 || 6000 || 72000 || 8.64e5 || 1.04e7 || 1.24e8 || 1.49e9 || 1.79e10 || 2.15e11 || 2.58e12&lt;br /&gt;
|-&lt;br /&gt;
| Toy Factory || 350*12^(tier-1) || 350 || 4200 || 50400 || 6.05e5 || 7e26e6 || 8.71e7 || 1.05e9 || 1.25e10 || 1.50e11 || 1.81e12&lt;br /&gt;
|-&lt;br /&gt;
| Tree Factory || 200*12^(tier-1) || 200 || 2400 || 28800 || 3.46e5 || 4.15e6 || 4.98e7 || 5.97e8 || 7.17e9 || 8.60e10 || 1.03e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Farm || 250*12^(tier-1) || 250 || 3000 || 18000 || 4.32e5 || 5.18e6 || 6.22e7 || 7.46e8 || 8.96e9 || 1.07e11 || 1.29e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer School || 400*12^(tier-1) || 400 || 4800 || 57600 || 6.91e5 || 8.29e6 || 9.95e7 || 1.19e9 || 1.43e10 || 1.72e11 || 2.06e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Milk Farm || 10000*12^(tier-1) || 1e5 || 1.2e6 || 1.44e7 || 1.73e8 || 2.07e9 || 2.49e10 || 2.99e11 || 3.58e12 || 4.30e13 || 5.16e14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the calendar upgrade is selected.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.]]&lt;br /&gt;
Just like the [[Halloween]] event the Winter Wonderland has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Cookie_Mechanics_2.png&amp;diff=3308</id>
		<title>File:Cookie Mechanics 2.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Cookie_Mechanics_2.png&amp;diff=3308"/>
		<updated>2023-12-10T17:18:01Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Cookie_Mechanics_1.png&amp;diff=3307</id>
		<title>File:Cookie Mechanics 1.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Cookie_Mechanics_1.png&amp;diff=3307"/>
		<updated>2023-12-10T17:17:40Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3306</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3306"/>
		<updated>2023-12-10T17:13:57Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: Finish upgrade table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
There are 9 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Formula !! T1 !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 !! T9 !! T10&lt;br /&gt;
|-&lt;br /&gt;
| Coal Factory || 100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1) || 100 || 12000 || 1.44e6 || 1.73e8 || 2.07e10 ||colspan=5 style=&amp;quot;text-align:center&amp;quot;| MAXED&lt;br /&gt;
|-&lt;br /&gt;
| Cookie Factory || &amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; || 4000 || 1.25e5 || 5e5 || 1.25e6 || 3e6 || 5e6 || 1e7 || 1.75e7 || 2.25e7&lt;br /&gt;
|-&lt;br /&gt;
| Gingerbread House || 100*12^(tier-1) || 100 || 1200 || 14400 || 1.73e5 || 2.07e6 || 2.49e7 || 2.99e8 || 3.58e9 || 4.30e10 || 5.16e11&lt;br /&gt;
|-&lt;br /&gt;
| Present Factory || 500*12^(tier-1) || 500 || 6000 || 72000 || 8.64e5 || 1.04e7 || 1.24e8 || 1.49e9 || 1.79e10 || 2.15e11 || 2.58e12&lt;br /&gt;
|-&lt;br /&gt;
| Toy Factory || 350*12^(tier-1) || 350 || 4200 || 50400 || 6.05e5 || 7e26e6 || 8.71e7 || 1.05e9 || 1.25e10 || 1.50e11 || 1.81e12&lt;br /&gt;
|-&lt;br /&gt;
| Tree Factory || 200*12^(tier-1) || 200 || 2400 || 28800 || 3.46e5 || 4.15e6 || 4.98e7 || 5.97e8 || 7.17e9 || 8.60e10 || 1.03e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Farm || 250*12^(tier-1) || 250 || 3000 || 18000 || 4.32e5 || 5.18e6 || 6.22e7 || 7.46e8 || 8.96e9 || 1.07e11 || 1.29e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer School || 400*12^(tier-1) || 400 || 4800 || 57600 || 6.91e5 || 8.29e6 || 9.95e7 || 1.19e9 || 1.43e10 || 1.72e11 || 2.06e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Milk Farm || 10000*12^(tier-1) || 1e5 || 1.2e6 || 1.44e7 || 1.73e8 || 2.07e9 || 2.49e10 || 2.99e11 || 3.58e12 || 4.30e13 || 5.16e14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the calendar upgrade is selected.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.]]&lt;br /&gt;
Just like the [[Halloween]] event the Winter Wonderland has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
One of the main mechanics of the Winter Wonderland is the '''''Temperature Factor''''' of buildings. Every -10C a building is at will halve the production of that building. &lt;br /&gt;
&lt;br /&gt;
==Building tiers==&lt;br /&gt;
The tier of a building may be upgraded using cookies. Each additional tier above tier 1 gives a &amp;lt;code&amp;gt;0.25&amp;lt;/code&amp;gt; multiplier where &amp;lt;code&amp;gt;building_tier_multiplier = 1 + (current_building_tier - 1) * 0.25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3304</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3304"/>
		<updated>2023-12-10T05:50:59Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: Almost done...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
There are 9 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Formula !! T1 !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 !! T9 !! T10&lt;br /&gt;
|-&lt;br /&gt;
| Coal Factory || 100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1) || 100 || 12000 || 1.44e6 || 1.73e8 || 2.07e10 ||colspan=5 style=&amp;quot;text-align:center&amp;quot;| MAXED&lt;br /&gt;
|-&lt;br /&gt;
| Cookie Factory || &amp;lt;b&amp;gt;none&amp;lt;/b&amp;gt; || &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; || 4000 || 1.25e5 || 5e5 || 1.25e6 || 3e6 || 5e6 || 1e7 || 1.75e7 || 2.25e7&lt;br /&gt;
|-&lt;br /&gt;
| Gingerbread House || 100*12^(tier-1) || 100 || 1200 || 14400 || 1.73e5 || 2.07e6 || 2.49e7 || 2.99e8 || 3.58e9 || 4.30e10 || 5.16e11&lt;br /&gt;
|-&lt;br /&gt;
| Present Factory || 500*12^(tier-1) || 500 || 6000 || 72000 || 8.64e5 || 1.04e7 || 1.24e8 || 1.49e9 || 1.79e10 || 2.15e11 || 2.58e12&lt;br /&gt;
|-&lt;br /&gt;
| Toy Factory || 350*12^(tier-1) || 350 || 4200 || 50400 || 6.05e5 || 7e26e6 || 8.71e7 || 1.05e9 || 1.25e10 || 1.50e11 || 1.81e12&lt;br /&gt;
|-&lt;br /&gt;
| Tree Factory || 200*12^(tier-1) || 200 || 2400 || 28800 || 3.46e5 || 4.15e6 || 4.98e7 || 5.97e8 || 7.17e9 || 8.60e10 || 1.03e12&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Farm || 250*12^(tier-1) || 250 || 3000 || 18000 || &lt;br /&gt;
|-&lt;br /&gt;
| Reindeer School || 400*12^(tier-1) || 400 || 4800 || 57600 ||&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Milk Farm || 10000*12^(tier-1) || 1e5 || 1.2e6 || 1.44e7 || 1.73e8 || 2.07e9 || 2.49e10 || 2.99e11 || 3.58e12 || 4.30e13 || 5.16e14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the calendar upgrade is selected.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.]]&lt;br /&gt;
Just like the [[Halloween]] event the Winter Wonderland has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
One of the main mechanics of the Winter Wonderland is the '''''Temperature Factor''''' of buildings. Every -10C a building is at will halve the production of that building. &lt;br /&gt;
&lt;br /&gt;
==Building tiers==&lt;br /&gt;
The tier of a building may be upgraded using cookies. Each additional tier above tier 1 gives a &amp;lt;code&amp;gt;0.25&amp;lt;/code&amp;gt; multiplier where &amp;lt;code&amp;gt;building_tier_multiplier = 1 + (current_building_tier - 1) * 0.25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3303</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3303"/>
		<updated>2023-12-10T05:35:43Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: Add more table data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
There are 9 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Formula !! T1 !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 !! T9 !! T10&lt;br /&gt;
|-&lt;br /&gt;
| Coal Factory || 100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1) || 100 || 12000 || 1.44e6 || 1.73e8 || 2.07e10 ||colspan=5 style=&amp;quot;text-align:center&amp;quot;| MAXED&lt;br /&gt;
|-&lt;br /&gt;
| Cookie Factory || || &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; || 4000 || 1.25e5 || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Gingerbread House || 100*12^(tier-1) || 100 || 1200 || 14400 || 1.73e5 || 2.07e6 || 2.49e7 || 2.99e8 || 3.58e9 || 4.30e10 || 5.16e11&lt;br /&gt;
|-&lt;br /&gt;
| Present Factory || 500*12^(tier-1) || 500 || 6000 || 72000 || 8.64e5 || 1.04e7 || 1.24e8 || 1.49e9 || 1.79e10 || 2.15e11 || 2.58e12&lt;br /&gt;
|-&lt;br /&gt;
| Toy Factory || 350*12^(tier-1) || 350 || 4200 || 50400 || 6.05e5 || 7e26e6 || 8.71e7 || 1.05e9 || 1.25e10 || 1.50e11 || 1.81e12&lt;br /&gt;
|-&lt;br /&gt;
| Tree Factory || 200*12^(tier-1) || 200 || 2400 || 28800 || 3.46e5 ||&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Farm || 250*12^(tier-1) || 250 || 3000 || 18000 ||&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer School || 400*12^(tier-1) || 400 || 4800 || 57600 ||&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Milk Farm || 10000*12^(tier-1) || 1e5 || 1.2e6 || 1.44e7 || 1.73e8 || 2.07e9 || 2.49e10 || 2.99e11 || 3.58e12 || 4.30e13 || 5.16e14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the calendar upgrade is selected.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.]]&lt;br /&gt;
Just like the [[Halloween]] event the Winter Wonderland has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
One of the main mechanics of the Winter Wonderland is the '''''Temperature Factor''''' of buildings. Every -10C a building is at will halve the production of that building. &lt;br /&gt;
&lt;br /&gt;
==Building tiers==&lt;br /&gt;
The tier of a building may be upgraded using cookies. Each additional tier above tier 1 gives a &amp;lt;code&amp;gt;0.25&amp;lt;/code&amp;gt; multiplier where &amp;lt;code&amp;gt;building_tier_multiplier = 1 + (current_building_tier - 1) * 0.25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3302</id>
		<title>Winter Wonderland</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter_Wonderland&amp;diff=3302"/>
		<updated>2023-12-10T05:23:45Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: Initial upgrade costs table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:Drfrosticle.png|60px|left]]&lt;br /&gt;
The '''Winter Wonderland Event''' is a recurring seasonal event held from December 1st to January 1st (UTC+0) of the following year. It was first added in 2022.&lt;br /&gt;
&lt;br /&gt;
During the event, Dr. Cubical will put on a Santa hat, and call himself Dr. Frostical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Sleigh.png|thumb|The sleigh at Shipyard.]]&lt;br /&gt;
[[File:Event_Winter_Wonderland_Disrepair.png|thumb|Winter Wonderland in disrepair.]]&lt;br /&gt;
The event location is the Winter Wonderland, a far away place, and (presumably) colder than even the North Pole, accessible by the icon at the left of the screen or by clicking the reindeer sleigh near the Shipyard. Dr. Frostical's Elven workforce works there to make presents, cookies, and milk for the holiday season. However, all the buildings to create them were destroyed, and you must help him rebuild, or else Christmas will be ruined!&lt;br /&gt;
&lt;br /&gt;
There are 9 separate resources, all exclusively created and isolated in the Wonderland.&lt;br /&gt;
*'''Cookies''' - The main event currency, used to rebuild and upgrade every building. Created from the '''Cookie Factory'''.&lt;br /&gt;
*'''Presents''' &amp;amp; '''Trained Reindeer''' - Both give a [[File:White_resource.png|20px]] Town Resource bonus. Created from the '''Present Factory''' and '''Reindeer School''' respectively.&lt;br /&gt;
*'''Milk''' - Increases the efficiency of workers except in the '''Coal Factory''' by &amp;lt;code&amp;gt;1+log(milk+1)/log(1000)*milk^0.03*0.25&amp;lt;/code&amp;gt;. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Milk Reindeers''' - Used to create '''Milk'''. Created in the '''Reindeer Milk Farm'''.&lt;br /&gt;
*'''Reindeer''' - Used to create '''Trained Reindeer''' and '''Milk Reindeer'''. Created in the '''Reindeer Farm'''.&lt;br /&gt;
*'''Toys''', '''Wrappings''', &amp;amp; '''Trees''' - '''Trees''' are used to create '''Wrappings''', and it and '''Toys''' are used to create '''Presents'''. Created in the '''Toy Factory''', '''Present Factory''', and '''Tree Factory''' respectively.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
Exceptions to the formula are in bold.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Building !! Formula !! T1 !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8 !! T9 !! T10&lt;br /&gt;
|-&lt;br /&gt;
| Coal Factory || 100*&amp;lt;b&amp;gt;120&amp;lt;/b&amp;gt;^(tier-1) || 100 || 12000 || 1.44e6 || 1.73e8 || 2.07e10&lt;br /&gt;
|-&lt;br /&gt;
| Cookie Factory || || &amp;lt;b&amp;gt;0&amp;lt;/b&amp;gt; || 4000 || 1.25e5&lt;br /&gt;
|-&lt;br /&gt;
| Gingerbread House || 100*12^(tier-1) || 100 || 1200 || 14400 || 1.73e5 || 2.07e6 || 2.49e7 || 2.99e8 || 3.58e9 || 4.30e10 || 5.16e11&lt;br /&gt;
|-&lt;br /&gt;
| Present Factory || 500*12^(tier-1) || 500 || 6000 ||&lt;br /&gt;
|-&lt;br /&gt;
| Toy Factory || 350*12^(tier-1) || 350 || 4200 || 50400 ||&lt;br /&gt;
|-&lt;br /&gt;
| Tree Factory || 200*12^(tier-1) || 200 || 2400 ||&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Farm || 250*12^(tier-1) || 250 || 3000 ||&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer School || 400*12^(tier-1) || 400 || 4800 ||&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer Milk Farm || 10000*12^(tier-1) || 1e5 || 1.2e6 || 1.44e7 || 1.73e8 || 2.07e9 || 2.49e10 || 2.99e11 || 3.58e12 || 4.30e13 || 5.16e14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
One of the main features of the event is the '''''Winter Calendar''''', an upgrade grid that reveals two upgrades for every day that passes and allows you to chose a number of perks equal to the current day. Perks can be reset every 12 hours, or 30 minutes if the calendar upgrade is selected.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[File:Event_Winter_Wonderland_Quests.png|thumb|Winter Wonderland quest board.]]&lt;br /&gt;
Just like the [[Halloween]] event the Winter Wonderland has quests that can be completed for permanent rewards.&lt;br /&gt;
&lt;br /&gt;
==Temperature==&lt;br /&gt;
One of the main mechanics of the Winter Wonderland is the '''''Temperature Factor''''' of buildings. Every -10C a building is at will halve the production of that building. &lt;br /&gt;
&lt;br /&gt;
==Building tiers==&lt;br /&gt;
The tier of a building may be upgraded using cookies. Each additional tier above tier 1 gives a &amp;lt;code&amp;gt;0.25&amp;lt;/code&amp;gt; multiplier where &amp;lt;code&amp;gt;building_tier_multiplier = 1 + (current_building_tier - 1) * 0.25&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3197</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=3197"/>
		<updated>2023-10-06T20:38:35Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* RAM */ fix max lines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left|link=Special:FilePath/Purple_resource.png]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots and unlocks a new contract.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
The contracts' conditions can be met to increase resource drops in the [[New Round|core game]].&lt;br /&gt;
The total resource drop multiplier is &amp;lt;code&amp;gt;Resource Drop Bonus per Fulfilled Contract^(Fulfilled Contracts+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: Use min. 1 [[Modules|module]] of each type (offensive, defensive, utility and ultimate).&lt;br /&gt;
&lt;br /&gt;
===Activist===&lt;br /&gt;
Conditions: Use min. 5 active [[Modules|modules]]&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use exactly 10 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 10 [[Modules|modules]] with a '''#Universal''' tag; at least 5 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|10000}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|100000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e17}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb|link=Special:FilePath/CPU.png]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 4}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 25}} Hz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|500}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|2500}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|12500}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|62500}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|312500}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|1.56e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|7.81e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|3.906e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|1.9531e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|9.7656e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|4.88e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|2.441e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|1.2207e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|6.1035e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|3.05e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|1.526e13}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|7.629e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|3.8147e14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb|link=Special:FilePath/RAM.png]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 25 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||Hint: &amp;lt;sup&amp;gt;[[Headquarters#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Debug the Overflow&amp;lt;/spoiler&amp;gt;{{number|3e8}}|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% boost for Era Burst&lt;br /&gt;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current era is below {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Breach||{{number|placeholder}}|| ||Removes the infinity based limitation of wave horizon and boosts the accel gain from wave streaming based on the highest wave acceleration amount you have ever reached in any region. Formula for multiplier: Log10(10+Highest Acceleration/100)&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; (11x) Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. [[Infinity]] content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#D0s's Secret &amp;lt;spoiler&amp;gt;Crash the AI while Debug Overlay is open&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Construction_Firm&amp;diff=2916</id>
		<title>Construction Firm</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Construction_Firm&amp;diff=2916"/>
		<updated>2023-08-09T00:11:35Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Upgrade cost */ New Arcade tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=60|Image=Constructionfirm.png|Color=Brown|ColorCode=brown}}&lt;br /&gt;
[[File:Brown resource.png|left]]&lt;br /&gt;
The '''Construction Firm''' is a building that you use to build and upgrade town buildings.&lt;br /&gt;
[[File:ConstructionFirmExample.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the construction firm unlocks more buildings to construct.&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
There is a list of buildings, each costs a certain amount of brown resources and take a certain amount of time. At the start, there are tutorial arrows that show how to use the construction firm. &lt;br /&gt;
&lt;br /&gt;
When constructing a building, or upgrading a building, they are closed and not active/usable, except the construction firm itself. Cancelling a construction project refunds ONLY the brown resources. Gems used in construction are lost.&lt;br /&gt;
&lt;br /&gt;
When constructing a building or upgrading one, they get covered in different shaded brown cubes to show that the building is being worked on. &lt;br /&gt;
&lt;br /&gt;
Once having a T5 Construction Firm, Beacons are unlocked, which boost a certain stat (Damage, Resistance or Resource Drops) by 1%/Tier. Beacons don't have a maximum Tier, but their upgrade cost increases slowly. &lt;br /&gt;
&lt;br /&gt;
==Upgrade cost==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+The upgrade cost of buildings in brown resources.&lt;br /&gt;
!level&lt;br /&gt;
!Construction Firm&lt;br /&gt;
!Workshop&lt;br /&gt;
!Headquarters&lt;br /&gt;
!Mine&lt;br /&gt;
!Factory&lt;br /&gt;
!Laboratory&lt;br /&gt;
!Power Plant&lt;br /&gt;
!Arcade&lt;br /&gt;
!Trading Post&lt;br /&gt;
!Museum&lt;br /&gt;
!Statue of Cubos&lt;br /&gt;
!Shipyard&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|100&lt;br /&gt;
|10&lt;br /&gt;
|25&lt;br /&gt;
|100&lt;br /&gt;
|750&lt;br /&gt;
|12500&lt;br /&gt;
|500&lt;br /&gt;
|12500&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|2&lt;br /&gt;
|500&lt;br /&gt;
|250&lt;br /&gt;
|800&lt;br /&gt;
|125&lt;br /&gt;
|200&lt;br /&gt;
|2750&lt;br /&gt;
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|6000&lt;br /&gt;
|300000&lt;br /&gt;
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|100000&lt;br /&gt;
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|6000&lt;br /&gt;
|6000&lt;br /&gt;
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|16000000&lt;br /&gt;
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|&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500000&lt;br /&gt;
|75000&lt;br /&gt;
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|225000&lt;br /&gt;
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|7&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|800000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|225000&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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|8&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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|11&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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|12&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
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| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Fast Construction''' - Increases the construction speed of all buildings by 20% for each tier of the construction firm.&lt;br /&gt;
*'''Cheap Materials''' - Decreases the construction cost of all buildings by 10% for each tier of the construction firm.&lt;br /&gt;
*'''Magic Workers''' - Allows you to instantly finish an active construction project by using an exotic gem.&lt;br /&gt;
*'''Offline Construction''' - Allows the construction of buildings to continue while the game is closed.&lt;br /&gt;
*'''Construction Boost''' - Enables you the ability to pay 4 gems per remaining second to instantly finish the current construction.&lt;br /&gt;
*'''Efficiency''' - Decreases the conversion rate from 60 to 40.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Construction Queue''' - Allows you to queue up 2 buildings (3 if construction firm is maximized) Which are then automatically constructed one after another.&lt;br /&gt;
*'''Security Measures''' - Allows you to use buildings while they are being constructed.&lt;br /&gt;
*'''Battle Engineers''' - Triples the construction speed while a round is active. Works for all gamemodes as long as the tower is alive and the round-over-screen is not visible.&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>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2852</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2852"/>
		<updated>2023-05-27T01:04:54Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Refining */ Update refining calculator with new skills&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;
===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, and 4 further grid slots&lt;br /&gt;
&lt;br /&gt;
4. Unlock tier 3 boosters, void rock saplings, and 4 final grid slots.&lt;br /&gt;
&lt;br /&gt;
The formula for how much each booster stack boosts go as follows: (stack size-1)/(1×10&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;-1)&amp;lt;sup&amp;gt;.05&amp;lt;/sup&amp;gt;, which is taken as a % to max boost for a stack. 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 || Please Fill || Please Fill || Please Fill&lt;br /&gt;
|-&lt;br /&gt;
| Tier 2 || Please Fill || Please Fill || Please Fill&lt;br /&gt;
|-&lt;br /&gt;
| Tier 3 || 1.1 || Please Fill || Please Fill&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''' - 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''' - Changes the recipe for ore lumps to only use 4 dust of the previous tier.&lt;br /&gt;
*'''Battle Producers''' - 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>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2715</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2715"/>
		<updated>2023-02-11T19:37:02Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: Add module DB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(7.7e+1976)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''329''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4, the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|Fire Water Earth Air Nature Light Darkness Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|Neutral||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|Universal||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as the rest of our robots go out, hoping for a wish&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
| ||ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Beat the strongest without a sword or gun&amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE INFINITY COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&gt;
''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
| ||REACTIVE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|Water||DAMAGE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
| ||TIME&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|Nature Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|Earth Fire Air Neutral||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
| ||REACTIVE STUN BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|5||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|Electricity||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
| ||ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Darkness Fire Earth Nature||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Light Water Air Electricity||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&gt;
''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
| ||HEALTH LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
| ||REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
| ||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its MAX. HP + MAX. Shield per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|100|| ||[[Experiment: Exotic]]||1 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
| ||DAMAGE WEAKEN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|Neutral||ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff/status effect.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. 0.1% chance to meltdown and destroy the tower. ''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
| ||COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
| ||ACTIVE INSTANT XP BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|Neutral Universal||AURA DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
| ||REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it.&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Fire Earth Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|Neutral Light Fire Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round. &lt;br /&gt;
|Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|||DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||Reflects a massive amount of damage when toggled active as long as the current amount of energy is greater than 0 while at the same time draining 2% of your max energy per second and preventing any form of passive energy regeneration. The damage is of the same element as the tower.&lt;br /&gt;
|||TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||A certain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||Spawns a poisonous vine that emits a  highly toxic poison that damages units with nature damage based on their current hitpoints and additionally slows their movement- and attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
ERA Experiment refers to &amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!How or Base Chance to Unlock!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||5%||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||4%||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|Water||CHANCE AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||2%||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||4%||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||1%||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based Reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|Universal||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt; ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Boss 4, Dodecai||Artifact: Dice of Fate||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||TBA||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
| ||ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||TBA||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
| ||REACTIVE ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
| ||REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
| ||HEALTH INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||TBA||Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Water Air||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||TBA||Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||INFINITY SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
| ||INFINITY HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Light Darkness||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Earth Nature||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
| ||STUN CHANCE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Neutral Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
| ||CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||22||TBA||Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|Fire Electricity||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||25||TBA||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
| ||REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||ENERGY INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
| ||REGENERATION INFINITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions).&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag. &lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v0.13.0 B1, there are '''6''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Mine: Second Floor: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At Era on R15:Chaos any difficulty, disable universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Woot's Secret:&amp;lt;spoiler&amp;gt;Beat Chaos Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a Endless run of Tower Testing in Universe.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2696</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=2696"/>
		<updated>2023-01-16T09:13:02Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Software */ Two new softwares&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left|link=Special:FilePath/Purple_resource.png]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots and unlocks a new contract.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Can be purchased to gain special effects in the [[New Round|core game]]; the contract's conditions must be met to gain the effects while the contract is also active. &lt;br /&gt;
&lt;br /&gt;
Click the time button of a contract cycles between the contract length options, which also cycles through the costs. Contracts can be bought for permanent use at high costs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Time!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|10 Minutes||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|1 Hour||{{number|4000}}&lt;br /&gt;
|-&lt;br /&gt;
|5 Hours||{{number|80000}}&lt;br /&gt;
|-&lt;br /&gt;
|24 Hours||{{number|1.6e6}}&lt;br /&gt;
|-&lt;br /&gt;
|Forever||{{number|1.25e14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Conditions: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Conditions: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Conditions: Use min. 1 [[Modules|module]] of each type (offensive, defensive, utility and ultimate).&lt;br /&gt;
&lt;br /&gt;
Bonus: 3x Resources&lt;br /&gt;
&lt;br /&gt;
===Activist===&lt;br /&gt;
Conditions: Use min. 5 active [[Modules|modules]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 1.5x Resources&lt;br /&gt;
&lt;br /&gt;
===Elementalist===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with #tags from each element ('''#Fire, #Water, #Earth, #Air, #Nature, #Electricity, #Light, #Darkness''').&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 3x Resources&lt;br /&gt;
&lt;br /&gt;
===Neutralist===&lt;br /&gt;
Conditions: Use exactly 10 [[Modules|modules]] with a '''#Neutral''' tag.&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Trickster===&lt;br /&gt;
Conditions: Include [[Modules|modules]] with '''#Buff, #Aura, #Reactive and #Chance''' tags.&lt;br /&gt;
* This means that each tag must appear in the blueprint at least once, but doesn't have to be on a singular module.&lt;br /&gt;
&lt;br /&gt;
Bonus: 2x Resources&lt;br /&gt;
&lt;br /&gt;
===Annihilist===&lt;br /&gt;
Conditions: Use at least 10 [[Modules|modules]] with a '''#Universal''' tag; at least 5 modules with a '''#Area''' tag; and min. 5 Ultimate modules&lt;br /&gt;
&lt;br /&gt;
Bonus: 5x Resources&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost ({{resource|purple}})&lt;br /&gt;
|-&lt;br /&gt;
|1||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|2||{{number|1000}}&lt;br /&gt;
|-&lt;br /&gt;
|3||{{number|10000}}&lt;br /&gt;
|-&lt;br /&gt;
|4||{{number|100000}}&lt;br /&gt;
|-&lt;br /&gt;
|5||{{number|1e6}}&lt;br /&gt;
|-&lt;br /&gt;
|6||{{number|1e7}}&lt;br /&gt;
|-&lt;br /&gt;
|7||{{number|1e8}}&lt;br /&gt;
|-&lt;br /&gt;
|8||{{number|1e9}}&lt;br /&gt;
|-&lt;br /&gt;
|9||{{number|1e10}}&lt;br /&gt;
|-&lt;br /&gt;
|10||{{number|1e11}}&lt;br /&gt;
|-&lt;br /&gt;
|11||{{number|1e12}}&lt;br /&gt;
|-&lt;br /&gt;
|12||{{number|1e13}}&lt;br /&gt;
|-&lt;br /&gt;
|13||{{number|1e14}}&lt;br /&gt;
|-&lt;br /&gt;
|14||{{number|1e15}}&lt;br /&gt;
|-&lt;br /&gt;
|15||{{number|1e16}}&lt;br /&gt;
|-&lt;br /&gt;
|16||{{number|1e17}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb|link=Special:FilePath/CPU.png]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. You get 1 'flop' for each 20Hz, so the maximum amount of CPU possible (with 16 servers) is 21.99 T flops.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 4}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; × 25}} Hz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||{{number|20}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||{{number|100}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||{{number|500}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||{{number|2500}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||{{number|12500}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||{{number|62500}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||{{number|312500}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||{{number|1.56e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||{{number|7.81e6}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||{{number|3.906e7}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||{{number|1.9531e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||{{number|9.7656e8}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||{{number|4.88e9}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||{{number|2.441e10}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||{{number|1.2207e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||{{number|6.1035e11}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||{{number|3.05e12}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||{{number|1.526e13}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||{{number|7.629e13}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||{{number|3.8147e14}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb|link=Special:FilePath/RAM.png]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 22 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small Onboard Chip||1 KB||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic Static RAM Chip||4 KB||{{number|10}}&lt;br /&gt;
|-&lt;br /&gt;
|2||Basic Static RAM Chip X4||16 KB||{{number|60}}&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical DRAM Gen 1||64 KB||{{number|360}}&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical DRAM Gen 2||256 KB||{{number|2160}}&lt;br /&gt;
|-&lt;br /&gt;
|5||Cubical DRAM Gen 8||1.02 MB||{{number|12960}}&lt;br /&gt;
|-&lt;br /&gt;
|6||Cubical DRAM Extreme||4.1 MB||{{number|77760}}&lt;br /&gt;
|-&lt;br /&gt;
|7||Lightning Series SDRAM||16.38 MB||{{number|466560}}&lt;br /&gt;
|-&lt;br /&gt;
|8||Lightning Series SDRAM-XL||65.54 MB||{{number|2.8e6}}&lt;br /&gt;
|-&lt;br /&gt;
|9||Lightning Series SDRAM VI||262.14 MB||{{number|1.68e7}}&lt;br /&gt;
|-&lt;br /&gt;
|10||Lightning Series SDRAM Final||1.05 GB||{{number|1.0078e8}}&lt;br /&gt;
|-&lt;br /&gt;
|11||Poseidon Series DDR2||4.19 GB||{{number|6.0466e8}}&lt;br /&gt;
|-&lt;br /&gt;
|12||Poseidon Series DDR2 X4||16.78 GB||{{number|3.63e9}}&lt;br /&gt;
|-&lt;br /&gt;
|13||Poseidon Series DDR2 Platinum||67.11 GB||{{number|2.177e10}}&lt;br /&gt;
|-&lt;br /&gt;
|14||Poseidon Series DDR2 Platinum X4||268.44 GB||{{number|1.3061e11}}&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire RAM DDR3||1.07 TB||{{number|7.8364e11}}&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire RAM DDR3 X4||4.29 TB||{{number|4.7e12}}&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire RAM DDR3 Colossal||17.18 TB||{{number|2.821e13}}&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix DDR4 Experimental||68.72 TB||{{number|1.6927e14}}&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix DDR5 Collection||274.88 TB||{{number|1.02e15}}&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||{{number|6.09e15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Time!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Autoskip||{{number|50}}||2500000 flop-sec||When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Streaming||{{number|2.5e5}}||12500 flop-days||Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Surge||{{number|7.5e6}}||100000 flop-days||Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
|-&lt;br /&gt;
|Critical Wavejump||{{number|2.25e7}}||150000 flop-days||Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
|-&lt;br /&gt;
|[[AI|Facility AI]]||{{number|1.75e8}}||200000 flop-days||Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
|-&lt;br /&gt;
|Boots.dos||{{Inline spoiler|Crash the AI while debug&amp;amp;nbsp;menu&amp;amp;nbsp;open}}|| ||Enhances the AI with functions to draw on a canvas that spans over the AI overlay.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Momentum||{{number|5e8}}||250000 flop-days||Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Wave Storm||{{number|1.75e9}}||500000 flop-days||Increases the amount the counter of Wave Momentum increases whenever an enemy is being destroyed by 10% (Multiplicatively) for each completed normal mode. Additionally increases the wave acceleration factor by 0.25 whenever an enemy is being destroyed and Wave Streaming is active.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Persistence||{{number|3.75e9}}||1000000 flop-days||Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Instability||{{number|5e12}}||2000000 flop-days||Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Vortex||{{number|3e13}}||4000000 flop-days||Removes the warm-up time from Wave Streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Catalyst||{{number|1e14}}||5000000 flop-days||Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 1B (1e9).&lt;br /&gt;
|-&lt;br /&gt;
|Wave Endurance||{{number|4e14}}||6250000 flop-days||Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
|-&lt;br /&gt;
|New Bounds||{{number|2e15}}|| ||[[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Marathon||{{number|7.5e15}}|| ||Increases the acceleration factor of wave endurance by 100% (From 5% to 10%, 15%, 20%, ...) for each region and difficulty with a highscore equal or greater than era 1.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Compression||{{number|3e16}}|| ||Reduces the amount of spawn ticks per wave by 50% and increases the destroyed enemy counter of wave momentum exponentially by 0.4% everytime an enemy is being destroyed. Only works in endless mode!&lt;br /&gt;
|-&lt;br /&gt;
|Era Surge||{{number|5e16}}|| ||Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
|-&lt;br /&gt;
|Era Burst||{{number|3e17}}|| ||Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% boost for Era Burst&lt;br /&gt;
|-&lt;br /&gt;
|Era Swirl||{{number|8e18}}|| ||Increases the amount of eras skipped the greater your gap to era {{number|1e11}} is. Has no effect if your current era is bigger than {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Horizon||{{number|9e19}}|| ||Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current era is below {{number|1e11}}.&lt;br /&gt;
|-&lt;br /&gt;
|No Bounds||{{number|3e21}}|| ||Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}.&lt;br /&gt;
|-&lt;br /&gt;
|Era Tunneling||{{number|1e22}}|| ||Increases the amount of eras skipped by 25% and by an additional +25% for each region where all difficulties in endless have a highscore of infinity 1 or greater.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Floor||{{number|5e22}}|| ||Prevents the wave counter from going below {{number|1e8}} if the highest era in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Floor||{{number|5e24}}||5e11 flop-hours||Prevents the era counter from going below {{number|1e8}} if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
|-&lt;br /&gt;
|Era Horizon||{{number|1.2e27}}||1e12 flop-hours||As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
|-&lt;br /&gt;
|Wave Restart||{{number|5e28}}||1.5e12 flop-hours||If this software is active then a new round in tower testing will start at your previous record. If wave catalyst is active at the same time then the wave acceleration factor will be set to {{number|1e9}}. With this software you can technically push forever so use it wisely.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity Horizion||{{number|1.5e30}}||2e12 flop-hours||Removes the infinity based limitation of wave horizon and turns era swirl into a constant multiplier with the same value as the &amp;quot;maximum bonus would have provided.&amp;quot; Also doubles the wave acceleration speed as well as the acceleration of the acceleration.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after meeting certain requirements (unlocking regions, maxing out modules...), which change with every prestige.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and other features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 0, and will eventually reach Tier 4, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. Infinity content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Halloween&amp;diff=2667</id>
		<title>Halloween</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Halloween&amp;diff=2667"/>
		<updated>2022-11-05T01:29:13Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Upgrades */ Add souls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:2021questboard.png|thumb|An &amp;quot;artist's recreation&amp;quot; of the 2021 quest board.]]&lt;br /&gt;
[[File:Spoopydrcubical.png|60px|left]]&lt;br /&gt;
The '''Halloween Event''' is a yearly event held from October 31st to November 6th. It was first added in 2021, and expanded on in 2022.&lt;br /&gt;
&lt;br /&gt;
Like Talk Like a Pirate Day, Dr. Cubical will dress in a costume, appearing as a pumpkin, calling himself Dr. Pumpkical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Halloween 2021==&lt;br /&gt;
The first incarnation of the Halloween event was a simple quest board, with 9 total quests ranging from defeating a number of bosses in the [[Statue of Cubos]] to crafting a number of factory items, and completing all of them would award an Achievement and an Artifact.&lt;br /&gt;
&lt;br /&gt;
As it was the first Halloween event, it was also very simple, and very easy to complete. &lt;br /&gt;
&lt;br /&gt;
==Halloween 2022==&lt;br /&gt;
[[File:Spookytower.jpg|thumb|A Level 4 Spooky Tower]]&lt;br /&gt;
[[File:Spoopyquests.png|thumb|The 2022 quest board.]]&lt;br /&gt;
The second Halloween event in contrast, is much more complex. To even access it, you must be at least Military Tier 1. After that, clicking on the button that has appeared at the left-side of the screen, or the Ghost Ship near Shipyard, will take you to Halloween Island.&lt;br /&gt;
&lt;br /&gt;
===Halloween Island===&lt;br /&gt;
Halloween Island is the main center of all things spooky. Dr. Pumpkical's spooky lair, the Spooky Tower, is where you will find the revamped quest system, along with upgrades needed to complete the event.&lt;br /&gt;
There are 3 main currencies: [[File:Pump.jpg|30px]] Pumpkins, [[File:Blood.jpg|30px]] Blood, and [[File:Soul.jpg|30px]] Souls. Each are used in their own section of the Spooky Tower to buy upgrades.&lt;br /&gt;
&lt;br /&gt;
All three have differing ways to obtain:&lt;br /&gt;
Pumpkins have a chance to spawn every time the wave counter changes and will bounce around the map for 30 seconds before disappearing. Clicking on them will reward you with pumpkins.&lt;br /&gt;
&lt;br /&gt;
Blood must first be unlocked via a pumpkin upgrade to be collected. Once purchased enemies will drop blood on death as resources are.&lt;br /&gt;
&lt;br /&gt;
Souls must also be unlocked via a pumpkin upgrade to be collected. Once purchased enemies will have a chance to drop souls on death. The change is based on modules with the #darkness tag equipped and can be upgraded with souls.&lt;br /&gt;
&lt;br /&gt;
There are also three secondary resources: pumpkin brick (image), bats (image), and graves (image). All three are obtained three same way. All of them give a +0.01× resource (town, not event) boost per resource. All of them are unlocked at certain thresholds, and never spent.&lt;br /&gt;
&lt;br /&gt;
Pumpkin bricks are used to upgrade the tower, and for the first column of assets. They have a formula of &amp;lt;code&amp;gt;pumpkins &amp;gt;= 2 * 8&amp;lt;sup&amp;gt;bricks&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
Bats are used to get grave stone town assets probably. They have a formula of &amp;lt;code&amp;gt;blood &amp;gt;= 1000 * bats&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
Graves are used to get the grave town assets. They have a formula of &amp;lt;code&amp;gt;souls &amp;gt;= 50 * graves&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
To proceed in the event, various upgrades must be purchased. There is a tab for each type of upgrade (pumpkin, blood, and soul) but this only determines the cost - it might upgrade a different resource.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Pumpkins&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; +2 pumpkins per Click &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; Unlocks Blood collection &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; Unlocks Soul collection &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; +5 Factory Pumpkins per Click &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; +1% Blood per Pumpkin Brick &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; 1.01x pumpkin per Bat &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; cost(lvl) &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 2 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 125 * 6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1000 * 8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 500000 * 24&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 0 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 125 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 500000 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 1 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 3 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 750 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 8000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.2e7 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 2 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 9 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4500 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 64000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.88e8 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 3 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 27 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 27000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 512000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6.91e9 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 4 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 81 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 162000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4.096e6 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 5 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 972000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=6 style=&amp;quot;text-align:center&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-pumpkins&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Expand remaining rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.832e6 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 7 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3.499e7 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 8 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.1e8 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 9 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.26e9 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 10 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-pumpkins&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Collapse extra rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Strategy''': Buy upgrades cheapest first. You only need one level of Factory Pumpkins; if you don't have Factory Floor 2 then pumpkin producers won't be relevant, and if you do then you can plant your initial factory pumpkins and not need any more. The upgrades for &amp;quot;+1% Blood per Brick&amp;quot; line up closely with the Pumpkin Brick thresholds, so it makes sense to wait to get the next brick before buying. Similarly, it makes sense to wait for the 6th pumpkin brick before getting &amp;quot;1.01x pumpkins per Bat&amp;quot;, but do get that next, since it will greatly speed up getting the last two blood upgrades. Getting the last bricks will depend on getting &amp;gt;300 bats, and maxing out &amp;quot;1.01x pumpkins per Bat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Blood&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#841812; color:white&amp;quot;&amp;gt; x1.25 blood per Enemy &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#841812; color:white&amp;quot;&amp;gt; +1 pumpkin per Click &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#841812; color:white&amp;quot;&amp;gt; +1 soul per Enemy &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#841812; color:white&amp;quot;&amp;gt; +1% soul per Bat &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#841812; color:white&amp;quot;&amp;gt; +5% Auto-collect for pumpkins &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; cost(lvl) &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 500 * 2.25&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 2500 * 2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 50000 * 6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 450000 * 5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1e6 * 8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 0 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 500 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2500 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 50000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 450000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1e6 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 1 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1125 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 300000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.25e6 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 8e6 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 2 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 2531 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 10000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.8e6 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.125e7 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6.4e7 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 3 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 5695 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 20000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.08e7 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.625e7 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.12e8 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 4 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 12814 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 40000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6.48e7 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.812e8 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4.096e9 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 5 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 28832 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=5 style=&amp;quot;text-align:center&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-blood&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Expand remaining rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 64873 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 7 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 145964 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 8 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 328420 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 9 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 738945 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 10 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1.663e6 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 11 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 3.741e6 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 12 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 8.417e6 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 13 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1.894e7 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 14 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 4.261e7 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 15 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 9.588e7 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 16 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 2.157e8 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 17 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 4.854e8 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 18 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1.092e9 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 19 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 2.457e9 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 20 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td colspan=4 style=&amp;quot;text-align:center&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-blood&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Collapse extra rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Strategy''': &amp;quot;1.25x blood&amp;quot; is the most important upgrade, focus on it and buy the rest with leftover blood, when they cost &amp;lt; 1/2 as much as the next level of 1.25x. Your primary goal is boosting blood production so you can get to 300 bats, and after that maxing all the rest. Although maxing out the upgrades is expensive, it is nowhere near as expensive as bats (300 bats = 2.7e10 blood), and all the upgrades here will ultimately help you more than the time it takes to acquire them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Souls&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#096f6a; color:white&amp;quot;&amp;gt; +1% soul-Chance per #darkness &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#096f6a; color:white&amp;quot;&amp;gt; x1.2 blood per Enemy &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#096f6a; color:white&amp;quot;&amp;gt; +10% pumpkins per Click &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#096f6a; color:white&amp;quot;&amp;gt; +1% pumpkins per Grave &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#096f6a; color:white&amp;quot;&amp;gt; +5% Auto-collect for pumpkins &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; cost(lvl) &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 10 * (lvl + 1) &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 120 * 1.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 5000 * 4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 15000 * 5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 75000 * 8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 0 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 10 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 120 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 15000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 75000 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 1 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 20 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 180 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 20000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 75000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 600000 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 2 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 30 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 270 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 80000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 375000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4.8e6 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 3 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 40 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 405 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 320000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.875e6 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3.84e7 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 4 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 50 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 607 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.28e6 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 9.375e6 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3.072e8 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 5 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 60 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.12e6 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4.688e7 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-souls&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=5 style=&amp;quot;text-align:center&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-souls&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Expand remaining rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-souls&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 70 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.048e7 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.344e8 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-souls&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 7 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 80 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 8.192e7 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.172e9 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-souls&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 8 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 90 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3.277e8 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.859e9 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-souls&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 9 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 100 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.311e9 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.93e10 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-souls&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 10 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 110 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-souls&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 11 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 120 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-souls&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 12 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 130 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-souls&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 13 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 140 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-souls&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 14 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 150 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-souls&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 15 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td colspan=4 style=&amp;quot;text-align:center&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-souls&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Collapse extra rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Strategy''': Buy upgrades cheapest first. Probably you will not be able to max &amp;quot;+1% pumpkins per Grave&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Formulas===&lt;br /&gt;
The formulas that govern quantites like &amp;quot;Pumpkins per Click&amp;quot;, etc., are not always obvious. Here the complete formulas are documented.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pumpkins_per_click = (1 + 2 * &amp;quot;+2 pumpkins per Click&amp;quot;_lvl + &amp;quot;+1 pumpkin per Click&amp;quot;_lvl) * (1 + 0.01 * &amp;quot;+1% pumpkin per Grave&amp;quot;_lvl * graves) * (1 + 0.1 * &amp;quot;+10% pumpkin per Click&amp;quot;_lvl) * (1 + 0.01 * &amp;quot;x1.01 pumpkin per Bat&amp;quot;_lvl)&amp;lt;sup&amp;gt;bats&amp;lt;/sup&amp;gt; * (1 + .25 * spooky_tower_lvl)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;blood_base = &amp;quot;Unlocks Blood collection&amp;quot;_lvl * 1.2&amp;lt;sup&amp;gt;&amp;quot;x1.2 blood per Enemy&amp;quot;_lvl&amp;lt;/sup&amp;gt; * 1.25&amp;lt;sup&amp;gt;&amp;quot;x1.2 blood per Enemy&amp;quot;_lvl&amp;lt;/sup&amp;gt; * (1 + 0.01 * &amp;quot;+1% Blood per Pumpkin Brick&amp;quot;_lvl * bricks) * (1 + .25 * spooky_tower_lvl)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;blood_per_kill = range(1.5, 2.5) * blood_base&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;souls_per_kill = &amp;quot;Unlocks Soul collection&amp;quot;_lvl * (1 + &amp;quot;+1 soul per Enemy&amp;quot;_lvl) * (1 + 0.01 * &amp;quot;+1% souls per Bat&amp;quot;_lvl * bats) * (1 + .25 * spooky_tower_lvl)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;soul_chance_per_darkness = &amp;quot;Unlocks Soul collection&amp;quot;_lvl * (0.05 + 0.01 * &amp;quot;+1% soul-Chance per #darkness&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Halloween&amp;diff=2666</id>
		<title>Halloween</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Halloween&amp;diff=2666"/>
		<updated>2022-11-05T01:06:34Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Upgrades */ Add bats table + strategies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:2021questboard.png|thumb|An &amp;quot;artist's recreation&amp;quot; of the 2021 quest board.]]&lt;br /&gt;
[[File:Spoopydrcubical.png|60px|left]]&lt;br /&gt;
The '''Halloween Event''' is a yearly event held from October 31st to November 6th. It was first added in 2021, and expanded on in 2022.&lt;br /&gt;
&lt;br /&gt;
Like Talk Like a Pirate Day, Dr. Cubical will dress in a costume, appearing as a pumpkin, calling himself Dr. Pumpkical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Halloween 2021==&lt;br /&gt;
The first incarnation of the Halloween event was a simple quest board, with 9 total quests ranging from defeating a number of bosses in the [[Statue of Cubos]] to crafting a number of factory items, and completing all of them would award an Achievement and an Artifact.&lt;br /&gt;
&lt;br /&gt;
As it was the first Halloween event, it was also very simple, and very easy to complete. &lt;br /&gt;
&lt;br /&gt;
==Halloween 2022==&lt;br /&gt;
[[File:Spookytower.jpg|thumb|A Level 4 Spooky Tower]]&lt;br /&gt;
[[File:Spoopyquests.png|thumb|The 2022 quest board.]]&lt;br /&gt;
The second Halloween event in contrast, is much more complex. To even access it, you must be at least Military Tier 1. After that, clicking on the button that has appeared at the left-side of the screen, or the Ghost Ship near Shipyard, will take you to Halloween Island.&lt;br /&gt;
&lt;br /&gt;
===Halloween Island===&lt;br /&gt;
Halloween Island is the main center of all things spooky. Dr. Pumpkical's spooky lair, the Spooky Tower, is where you will find the revamped quest system, along with upgrades needed to complete the event.&lt;br /&gt;
There are 3 main currencies: [[File:Pump.jpg|30px]] Pumpkins, [[File:Blood.jpg|30px]] Blood, and [[File:Soul.jpg|30px]] Souls. Each are used in their own section of the Spooky Tower to buy upgrades.&lt;br /&gt;
&lt;br /&gt;
All three have differing ways to obtain:&lt;br /&gt;
Pumpkins have a chance to spawn every time the wave counter changes and will bounce around the map for 30 seconds before disappearing. Clicking on them will reward you with pumpkins.&lt;br /&gt;
&lt;br /&gt;
Blood must first be unlocked via a pumpkin upgrade to be collected. Once purchased enemies will drop blood on death as resources are.&lt;br /&gt;
&lt;br /&gt;
Souls must also be unlocked via a pumpkin upgrade to be collected. Once purchased enemies will have a chance to drop souls on death. The change is based on modules with the #darkness tag equipped and can be upgraded with souls.&lt;br /&gt;
&lt;br /&gt;
There are also three secondary resources: pumpkin brick (image), bats (image), and graves (image). All three are obtained three same way. All of them give a +0.01× resource (town, not event) boost per resource. All of them are unlocked at certain thresholds, and never spent.&lt;br /&gt;
&lt;br /&gt;
Pumpkin bricks are used to upgrade the tower, and for the first column of assets. They have a formula of &amp;lt;code&amp;gt;pumpkins &amp;gt;= 2 * 8&amp;lt;sup&amp;gt;bricks&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
Bats are used to get grave stone town assets probably. They have a formula of &amp;lt;code&amp;gt;blood &amp;gt;= 1000 * bats&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
Graves are used to get the grave town assets. They have a formula of &amp;lt;code&amp;gt;souls &amp;gt;= 50 * graves&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
To proceed in the event, various upgrades must be purchased. There is a tab for each type of upgrade (pumpkin, blood, and soul) but this only determines the cost - it might upgrade a different resource.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Pumpkins&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; +2 pumpkins per Click &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; Unlocks Blood collection &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; Unlocks Soul collection &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; +5 Factory Pumpkins per Click &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; +1% Blood per Pumpkin Brick &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; 1.01x pumpkin per Bat &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; cost(lvl) &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 2 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 125 * 6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1000 * 8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 500000 * 24&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 0 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 125 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 500000 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 1 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 3 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 750 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 8000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.2e7 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 2 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 9 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4500 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 64000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.88e8 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 3 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 27 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 27000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 512000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6.91e9 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 4 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 81 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 162000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4.096e6 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 5 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 972000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=6 style=&amp;quot;text-align:center&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-pumpkins&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Expand remaining rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.832e6 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 7 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3.499e7 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 8 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.1e8 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 9 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.26e9 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 10 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-pumpkins&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Collapse extra rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Strategy''': Buy upgrades cheapest first. You only need one level of Factory Pumpkins; if you don't have Factory Floor 2 then pumpkin producers won't be relevant, and if you do then you can plant your initial factory pumpkins and not need any more. The upgrades for &amp;quot;+1% Blood per Brick&amp;quot; line up closely with the Pumpkin Brick thresholds, so it makes sense to wait to get the next brick before buying. Similarly, it makes sense to wait for the 6th pumpkin brick before getting &amp;quot;1.01x pumpkins per Bat&amp;quot;, but do get that next, since it will greatly speed up getting the last two blood upgrades. Getting the last bricks will depend on getting &amp;gt;300 bats, and maxing out &amp;quot;1.01x pumpkins per Bat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Blood&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#841812; color:white&amp;quot;&amp;gt; x1.25 blood per Enemy &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#841812; color:white&amp;quot;&amp;gt; +1 pumpkin per Click &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#841812; color:white&amp;quot;&amp;gt; +1 soul per Enemy &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#841812; color:white&amp;quot;&amp;gt; +1% soul per Bat &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#841812; color:white&amp;quot;&amp;gt; +5% Auto-collect for pumpkins &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; cost(lvl) &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 500 * 2.25&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 2500 * 2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 50000 * 6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 450000 * 5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1e6 * 8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 0 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 500 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2500 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 50000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 450000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1e6 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 1 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1125 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 300000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.25e6 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 8e6 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 2 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 2531 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 10000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.8e6 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.125e7 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6.4e7 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 3 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 5695 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 20000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.08e7 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.625e7 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.12e8 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 4 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 12814 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 40000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6.48e7 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.812e8 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4.096e9 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 5 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 28832 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=5 style=&amp;quot;text-align:center&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-blood&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Expand remaining rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 64873 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 7 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 145964 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 8 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 328420 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 9 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 738945 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 10 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1.663e6 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 11 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 3.741e6 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 12 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 8.417e6 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 13 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1.894e7 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 14 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 4.261e7 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 15 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 9.588e7 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 16 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 2.157e8 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 17 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 4.854e8 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 18 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1.092e9 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 19 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 2.457e9 &amp;lt;/td&amp;gt;&amp;lt;td colspan=4&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-blood&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 20 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td colspan=4 style=&amp;quot;text-align:center&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-blood&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Collapse extra rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Strategy''': &amp;quot;1.25x blood&amp;quot; is the most important upgrade, focus on it and buy the rest with leftover blood, when they cost &amp;lt; 1/2 as much as the next level of 1.25x. Your primary goal is boosting blood production so you can get to 300 bats, and after that maxing all the rest. Although maxing out the upgrades is expensive, it is nowhere near as expensive as bats (300 bats = 2.7e10 blood), and all the upgrades here will ultimately help you more than the time it takes to acquire them.&lt;br /&gt;
&lt;br /&gt;
===Formulas===&lt;br /&gt;
The formulas that govern quantites like &amp;quot;Pumpkins per Click&amp;quot;, etc., are not always obvious. Here the complete formulas are documented.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pumpkins_per_click = (1 + 2 * &amp;quot;+2 pumpkins per Click&amp;quot;_lvl + &amp;quot;+1 pumpkin per Click&amp;quot;_lvl) * (1 + 0.01 * &amp;quot;+1% pumpkin per Grave&amp;quot;_lvl * graves) * (1 + 0.1 * &amp;quot;+10% pumpkin per Click&amp;quot;_lvl) * (1 + 0.01 * &amp;quot;x1.01 pumpkin per Bat&amp;quot;_lvl)&amp;lt;sup&amp;gt;bats&amp;lt;/sup&amp;gt; * (1 + .25 * spooky_tower_lvl)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;blood_base = &amp;quot;Unlocks Blood collection&amp;quot;_lvl * 1.2&amp;lt;sup&amp;gt;&amp;quot;x1.2 blood per Enemy&amp;quot;_lvl&amp;lt;/sup&amp;gt; * 1.25&amp;lt;sup&amp;gt;&amp;quot;x1.2 blood per Enemy&amp;quot;_lvl&amp;lt;/sup&amp;gt; * (1 + 0.01 * &amp;quot;+1% Blood per Pumpkin Brick&amp;quot;_lvl * bricks) * (1 + .25 * spooky_tower_lvl)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;blood_per_kill = range(1.5, 2.5) * blood_base&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;souls_per_kill = &amp;quot;Unlocks Soul collection&amp;quot;_lvl * (1 + &amp;quot;+1 soul per Enemy&amp;quot;_lvl) * (1 + 0.01 * &amp;quot;+1% souls per Bat&amp;quot;_lvl * bats) * (1 + .25 * spooky_tower_lvl)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;soul_chance_per_darkness = &amp;quot;Unlocks Soul collection&amp;quot;_lvl * (0.05 + 0.01 * &amp;quot;+1% soul-Chance per #darkness&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Halloween&amp;diff=2664</id>
		<title>Halloween</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Halloween&amp;diff=2664"/>
		<updated>2022-11-04T08:08:34Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Halloween 2022 */ formulas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:2021questboard.png|thumb|An &amp;quot;artist's recreation&amp;quot; of the 2021 quest board.]]&lt;br /&gt;
[[File:Spoopydrcubical.png|60px|left]]&lt;br /&gt;
The '''Halloween Event''' is a yearly event held from October 31st to November 6th. It was first added in 2021, and expanded on in 2022.&lt;br /&gt;
&lt;br /&gt;
Like Talk Like a Pirate Day, Dr. Cubical will dress in a costume, appearing as a pumpkin, calling himself Dr. Pumpkical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Halloween 2021==&lt;br /&gt;
The first incarnation of the Halloween event was a simple quest board, with 9 total quests ranging from defeating a number of bosses in the [[Statue of Cubos]] to crafting a number of factory items, and completing all of them would award an Achievement and an Artifact.&lt;br /&gt;
&lt;br /&gt;
As it was the first Halloween event, it was also very simple, and very easy to complete. &lt;br /&gt;
&lt;br /&gt;
==Halloween 2022==&lt;br /&gt;
[[File:Spookytower.jpg|thumb|A Level 4 Spooky Tower]]&lt;br /&gt;
[[File:Spoopyquests.png|thumb|The 2022 quest board.]]&lt;br /&gt;
The second Halloween event in contrast, is much more complex. To even access it, you must be at least Military Tier 1. After that, clicking on the button that has appeared at the left-side of the screen, or the Ghost Ship near Shipyard, will take you to Halloween Island.&lt;br /&gt;
&lt;br /&gt;
===Halloween Island===&lt;br /&gt;
Halloween Island is the main center of all things spooky. Dr. Pumpkical's spooky lair, the Spooky Tower, is where you will find the revamped quest system, along with upgrades needed to complete the event.&lt;br /&gt;
There are 3 main currencies: [[File:Pump.jpg|30px]] Pumpkins, [[File:Blood.jpg|30px]] Blood, and [[File:Soul.jpg|30px]] Souls. Each are used in their own section of the Spooky Tower to buy upgrades.&lt;br /&gt;
&lt;br /&gt;
All three have differing ways to obtain:&lt;br /&gt;
Pumpkins have a chance to spawn every time the wave counter changes and will bounce around the map for 30 seconds before disappearing. Clicking on them will reward you with pumpkins.&lt;br /&gt;
&lt;br /&gt;
Blood must first be unlocked via a pumpkin upgrade to be collected. Once purchased enemies will drop blood on death as resources are.&lt;br /&gt;
&lt;br /&gt;
Souls must also be unlocked via a pumpkin upgrade to be collected. Once purchased enemies will have a chance to drop souls on death. The change is based on modules with the #darkness tag equipped and can be upgraded with souls.&lt;br /&gt;
&lt;br /&gt;
There are also three secondary resources: pumpkin brick (image), bats (image), and graves (image). All three are obtained three same way. All of them give a +0.01× resource (town, not event) boost per resource. All of them are unlocked at certain thresholds, and never spent.&lt;br /&gt;
&lt;br /&gt;
Pumpkin bricks are used to upgrade the tower, and for the first column of assets. They have a formula of &amp;lt;code&amp;gt;pumpkins &amp;gt;= 2 * 8&amp;lt;sup&amp;gt;bricks&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
Bats are used to get grave stone town assets probably. They have a formula of &amp;lt;code&amp;gt;blood &amp;gt;= 1000 * bats&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
Graves are used to get the grave town assets. They have a formula of &amp;lt;code&amp;gt;souls &amp;gt;= 50 * graves&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
To proceed in the event, various upgrades must be purchased. There is a tab for each type of upgrade (pumpkin, blood, and soul) but this only determines the cost - it might upgrade a different resource.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Pumpkins&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; +2 pumpkins per Click &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; Unlocks Blood collection &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; Unlocks Soul collection &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; +5 Factory Pumpkins per Click &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; +1% Blood per Pumpkin Brick &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; 1.01x pumpkin per Bat &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; cost(lvl) &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 2 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 125 * 6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1000 * 8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 500000 * 24&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 0 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 125 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 500000 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 1 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 3 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 750 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 8000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.2e7 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 2 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 9 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4500 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 64000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.88e8 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 3 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 27 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 27000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 512000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6.91e9 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 4 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 81 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 162000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4.096e6 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 5 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 972000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=6 style=&amp;quot;text-align:center&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-pumpkins&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Expand remaining rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.832e6 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 7 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3.499e7 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 8 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.1e8 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 9 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.26e9 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 10 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-pumpkins&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Collapse extra rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Formulas===&lt;br /&gt;
The formulas that govern quantites like &amp;quot;Pumpkins per Click&amp;quot;, etc., are not always obvious. Here the complete formulas are documented.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;pumpkins_per_click = (1 + 2 * &amp;quot;+2 pumpkins per Click&amp;quot;_lvl + &amp;quot;+1 pumpkin per Click&amp;quot;_lvl) * (1 + 0.01 * &amp;quot;+1% pumpkin per Grave&amp;quot;_lvl * graves) * (1 + 0.1 * &amp;quot;+10% pumpkin per Click&amp;quot;_lvl) * (1 + 0.01 * &amp;quot;x1.01 pumpkin per Bat&amp;quot;_lvl)&amp;lt;sup&amp;gt;bats&amp;lt;/sup&amp;gt; * (1 + .25 * spooky_tower_lvl)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;blood_base = &amp;quot;Unlocks Blood collection&amp;quot;_lvl * 1.2&amp;lt;sup&amp;gt;&amp;quot;x1.2 blood per Enemy&amp;quot;_lvl&amp;lt;/sup&amp;gt; * 1.25&amp;lt;sup&amp;gt;&amp;quot;x1.2 blood per Enemy&amp;quot;_lvl&amp;lt;/sup&amp;gt; * (1 + 0.01 * &amp;quot;+1% Blood per Pumpkin Brick&amp;quot;_lvl * bricks) * (1 + .25 * spooky_tower_lvl)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;blood_per_kill = range(1.5, 2.5) * blood_base&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;souls_per_kill = &amp;quot;Unlocks Soul collection&amp;quot;_lvl * (1 + &amp;quot;+1 soul per Enemy&amp;quot;_lvl) * (1 + 0.01 * &amp;quot;+1% souls per Bat&amp;quot;_lvl * bats) * (1 + .25 * spooky_tower_lvl)&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;soul_chance_per_darkness = &amp;quot;Unlocks Soul collection&amp;quot;_lvl * (0.05 + 0.01 * &amp;quot;+1% soul-Chance per #darkness&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Halloween&amp;diff=2663</id>
		<title>Halloween</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Halloween&amp;diff=2663"/>
		<updated>2022-11-04T07:49:47Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Halloween 2022 */ Add pumpkins table. It was a pain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:2021questboard.png|thumb|An &amp;quot;artist's recreation&amp;quot; of the 2021 quest board.]]&lt;br /&gt;
[[File:Spoopydrcubical.png|60px|left]]&lt;br /&gt;
The '''Halloween Event''' is a yearly event held from October 31st to November 6th. It was first added in 2021, and expanded on in 2022.&lt;br /&gt;
&lt;br /&gt;
Like Talk Like a Pirate Day, Dr. Cubical will dress in a costume, appearing as a pumpkin, calling himself Dr. Pumpkical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Halloween 2021==&lt;br /&gt;
The first incarnation of the Halloween event was a simple quest board, with 9 total quests ranging from defeating a number of bosses in the [[Statue of Cubos]] to crafting a number of factory items, and completing all of them would award an Achievement and an Artifact.&lt;br /&gt;
&lt;br /&gt;
As it was the first Halloween event, it was also very simple, and very easy to complete. &lt;br /&gt;
&lt;br /&gt;
==Halloween 2022==&lt;br /&gt;
[[File:Spookytower.jpg|thumb|A Level 4 Spooky Tower]]&lt;br /&gt;
[[File:Spoopyquests.png|thumb|The 2022 quest board.]]&lt;br /&gt;
The second Halloween event in contrast, is much more complex. To even access it, you must be at least Military Tier 1. After that, clicking on the button that has appeared at the left-side of the screen, or the Ghost Ship near Shipyard, will take you to Halloween Island.&lt;br /&gt;
&lt;br /&gt;
===Halloween Island===&lt;br /&gt;
Halloween Island is the main center of all things spooky. Dr. Pumpkical's spooky lair, the Spooky Tower, is where you will find the revamped quest system, along with upgrades needed to complete the event.&lt;br /&gt;
There are 3 main currencies: [[File:Pump.jpg|30px]] Pumpkins, [[File:Blood.jpg|30px]] Blood, and [[File:Soul.jpg|30px]] Souls. Each are used in their own section of the Spooky Tower to buy upgrades.&lt;br /&gt;
&lt;br /&gt;
All three have differing ways to obtain:&lt;br /&gt;
Pumpkins have a chance to spawn every time the wave counter changes and will bounce around the map for 30 seconds before disappearing. Clicking on them will reward you with pumpkins.&lt;br /&gt;
&lt;br /&gt;
Blood must first be unlocked via a pumpkin upgrade to be collected. Once purchased enemies will drop blood on death as resources are.&lt;br /&gt;
&lt;br /&gt;
Souls must also be unlocked via a pumpkin upgrade to be collected. Once purchased enemies will have a chance to drop souls on death. The change is based on modules with the #darkness tag equipped and can be upgraded with souls.&lt;br /&gt;
&lt;br /&gt;
There are also three secondary resources: pumpkin brick (image), bats (image), and graves (image). All three are obtained three same way. All of them give a +0.01× resource (town, not event) boost per resource. All of them are unlocked at certain thresholds, and never spent.&lt;br /&gt;
&lt;br /&gt;
Pumpkin bricks are used to upgrade the tower, and for the first column of assets. They have a formula of &amp;lt;code&amp;gt;pumpkins &amp;gt;= 2 * 8&amp;lt;sup&amp;gt;bricks&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
Bats are used to get grave stone town assets probably. They have a formula of &amp;lt;code&amp;gt;blood &amp;gt;= 1000 * bats&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
Graves are used to get the grave town assets. They have a formula of &amp;lt;code&amp;gt;souls &amp;gt;= 50 * graves&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
To proceed in the event, various upgrades must be purchased. There is a tab for each type of upgrade (pumpkin, blood, and soul) but this only determines the cost - it might upgrade a different resource.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption&amp;gt;Pumpkins&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; +2 pumpkins per Click &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; Unlocks Blood collection &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; Unlocks Soul collection &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; +5 Factory Pumpkins per Click &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; +1% Blood per Pumpkin Brick &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;background-color:#9e490f; color:white&amp;quot;&amp;gt; 1.01x pumpkin per Bat &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; cost(lvl) &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 2 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 125 * 6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1000 * 8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 500000 * 24&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 0 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 1 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 125 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 500000 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 1 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 3 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 750 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 8000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.2e7 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 2 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 9 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4500 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 64000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.88e8 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 3 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 27 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 27000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 512000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6.91e9 &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 4 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 81 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 162000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4.096e6 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 5 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 972000 &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=6 style=&amp;quot;text-align:center&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-pumpkins&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Expand remaining rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 6 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.832e6 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 7 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3.499e7 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 8 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2.1e8 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 9 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1.26e9 &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;tr class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-pumpkins&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; 10 &amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td colspan=3&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-pumpkins&amp;quot; style=&amp;quot;border:1px solid; border-color:#AAA #555 #555 #AAA; border-radius: 3px; background-color:#F2F2F2; padding:.3em&amp;quot;&amp;gt;Collapse extra rows&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; max &amp;lt;/td&amp;gt;&amp;lt;td colspan=2&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Halloween&amp;diff=2662</id>
		<title>Halloween</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Halloween&amp;diff=2662"/>
		<updated>2022-11-04T06:40:38Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Halloween Island */ Rewrite resource formulas for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:2021questboard.png|thumb|An &amp;quot;artist's recreation&amp;quot; of the 2021 quest board.]]&lt;br /&gt;
[[File:Spoopydrcubical.png|60px|left]]&lt;br /&gt;
The '''Halloween Event''' is a yearly event held from October 31st to November 6th. It was first added in 2021, and expanded on in 2022.&lt;br /&gt;
&lt;br /&gt;
Like Talk Like a Pirate Day, Dr. Cubical will dress in a costume, appearing as a pumpkin, calling himself Dr. Pumpkical.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Halloween 2021==&lt;br /&gt;
The first incarnation of the Halloween event was a simple quest board, with 9 total quests ranging from defeating a number of bosses in the [[Statue of Cubos]] to crafting a number of factory items, and completing all of them would award an Achievement and an Artifact.&lt;br /&gt;
&lt;br /&gt;
As it was the first Halloween event, it was also very simple, and very easy to complete. &lt;br /&gt;
&lt;br /&gt;
==Halloween 2022==&lt;br /&gt;
[[File:Spookytower.jpg|thumb|A Level 4 Spooky Tower]]&lt;br /&gt;
[[File:Spoopyquests.png|thumb|The 2022 quest board.]]&lt;br /&gt;
The second Halloween event in contrast, is much more complex. To even access it, you must be at least Military Tier 1. After that, clicking on the button that has appeared at the left-side of the screen, or the Ghost Ship near Shipyard, will take you to Halloween Island.&lt;br /&gt;
&lt;br /&gt;
===Halloween Island===&lt;br /&gt;
Halloween Island is the main center of all things spooky. Dr. Pumpkical's spooky lair, the Spooky Tower, is where you will find the revamped quest system, along with upgrades needed to complete the event.&lt;br /&gt;
There are 3 main currencies: [[File:Pump.jpg|30px]] Pumpkins, [[File:Blood.jpg|30px]] Blood, and [[File:Soul.jpg|30px]] Souls. Each are used in their own section of the Spooky Tower to buy upgrades.&lt;br /&gt;
&lt;br /&gt;
All three have differing ways to obtain:&lt;br /&gt;
Pumpkins have a chance to spawn every time the wave counter changes and will bounce around the map for 30 seconds before disappearing. Clicking on them will reward you with pumpkins.&lt;br /&gt;
&lt;br /&gt;
Blood must first be unlocked via a pumpkin upgrade to be collected. Once purchased enemies will drop blood on death as resources are.&lt;br /&gt;
&lt;br /&gt;
Souls must also be unlocked via a pumpkin upgrade to be collected. Once purchased enemies will have a chance to drop souls on death. The change is based on modules with the #darkness tag equipped and can be upgraded with souls.&lt;br /&gt;
&lt;br /&gt;
There are also three secondary resources: pumpkin brick (image), bats (image), and graves (image). All three are obtained three same way. All of them give a +0.01× resource (town, not event) boost per resource. All of them are unlocked at certain thresholds, and never spent.&lt;br /&gt;
&lt;br /&gt;
Pumpkin bricks are used to upgrade the tower, and for the first column of assets. They have a formula of &amp;lt;code&amp;gt;pumpkins &amp;gt;= 2 * 8&amp;lt;sup&amp;gt;bricks&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
Bats are used to get grave stone town assets probably. They have a formula of &amp;lt;code&amp;gt;blood &amp;gt;= 1000 * bats&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock.&lt;br /&gt;
&lt;br /&gt;
Graves are used to get the grave town assets. They have a formula of &amp;lt;code&amp;gt;souls &amp;gt;= 50 * graves&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; needed to unlock. &lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=2594</id>
		<title>Experiment: Earth</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=2594"/>
		<updated>2022-09-03T01:48:42Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Prestige */ There is no maximum, that's just the prestige goal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EarthExperiment.png|thumb|The Earth Experiment]]&lt;br /&gt;
[[File:Experiment Earth icon.png|left]]&lt;br /&gt;
The '''Earth experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 3.&lt;br /&gt;
&lt;br /&gt;
The goal of the Earth Experiment is to get a certain amount of density.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
Drills dig up earth, upgrades collect earth faster. Additional drills can be purchased. Upgrades and drills cost increase exponentially.  &lt;br /&gt;
&lt;br /&gt;
Compression reduces volume/diameter and raises density. Stability can be reduced depends on compression mode, if the stability depletes to 0% the experiment will be stopped and have to be reset.&lt;br /&gt;
&lt;br /&gt;
The density will eventually reach a maximum, at 80 * (4/3)&amp;lt;sup&amp;gt;3*log&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;mass&amp;lt;/sup&amp;gt;, which is approx. 80 * mass&amp;lt;sup&amp;gt;0.78557852143&amp;lt;/sup&amp;gt;. This means to get all the modules, you must have at least '''2.7e7'''kg mass, and to complete all goals, you must have at least '''8.92e12'''kg mass.&lt;br /&gt;
&lt;br /&gt;
===Compression modes===&lt;br /&gt;
* '''Slow &amp;amp; Safe''': Drills get slower the higher compression rate gets (stopped at maximum rate), slow compression but won't reduce stability.&lt;br /&gt;
* '''Quick &amp;amp; Dangerous''': Drills can continue normally regardless the compression rate, very fast compression but drains stability&lt;br /&gt;
* '''Stabilize''': Only increases stability and slows down the drills.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets all your drills, mass and diameter and will require you to have a certain amount of mass drilled. Every prestige multiplies the prestige goal by ''exactly'' 1.33, so the current goal mass is &amp;lt;code&amp;gt;1.33&amp;lt;sup&amp;gt;prestige-1&amp;lt;/sup&amp;gt; * 100kg&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
You must choose between 2 bonuses:&lt;br /&gt;
&lt;br /&gt;
* '''-20% Stability loss &amp;amp; +10% stability gain''': Reduces the stability loss when using Quick &amp;amp; Dangerous compression mode and Stabilize mode will increases stability more quickly&lt;br /&gt;
* '''+30% Compressor React &amp;amp; +5% Drillpower''': Increases the compressor reaction (the compressor will reach higher compression rate faster) and increases amount of mass drilled&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Density !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1,750kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Earth Taste&lt;br /&gt;
|-&lt;br /&gt;
! 6,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Steel Foundation&lt;br /&gt;
|-&lt;br /&gt;
! 30,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Gravel&lt;br /&gt;
|-&lt;br /&gt;
! 125,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Titanium Hull&lt;br /&gt;
|-&lt;br /&gt;
! 2.5Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Avalanche&lt;br /&gt;
|-&lt;br /&gt;
! 55Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Earthquake&lt;br /&gt;
|-&lt;br /&gt;
! 1,000*1.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth damage&lt;br /&gt;
|-&lt;br /&gt;
! 1,500*1.6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=2593</id>
		<title>Experiment: Earth</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Earth&amp;diff=2593"/>
		<updated>2022-09-03T01:44:56Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Prestige */ Add info about max mass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EarthExperiment.png|thumb|The Earth Experiment]]&lt;br /&gt;
[[File:Experiment Earth icon.png|left]]&lt;br /&gt;
The '''Earth experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 3.&lt;br /&gt;
&lt;br /&gt;
The goal of the Earth Experiment is to get a certain amount of density.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
Drills dig up earth, upgrades collect earth faster. Additional drills can be purchased. Upgrades and drills cost increase exponentially.  &lt;br /&gt;
&lt;br /&gt;
Compression reduces volume/diameter and raises density. Stability can be reduced depends on compression mode, if the stability depletes to 0% the experiment will be stopped and have to be reset.&lt;br /&gt;
&lt;br /&gt;
The density will eventually reach a maximum, at 80 * (4/3)&amp;lt;sup&amp;gt;3*log&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;mass&amp;lt;/sup&amp;gt;, which is approx. 80 * mass&amp;lt;sup&amp;gt;0.78557852143&amp;lt;/sup&amp;gt;. This means to get all the modules, you must have at least '''2.7e7'''kg mass, and to complete all goals, you must have at least '''8.92e12'''kg mass.&lt;br /&gt;
&lt;br /&gt;
===Compression modes===&lt;br /&gt;
* '''Slow &amp;amp; Safe''': Drills get slower the higher compression rate gets (stopped at maximum rate), slow compression but won't reduce stability.&lt;br /&gt;
* '''Quick &amp;amp; Dangerous''': Drills can continue normally regardless the compression rate, very fast compression but drains stability&lt;br /&gt;
* '''Stabilize''': Only increases stability and slows down the drills.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets all your drills, mass and diameter and will require you to have a certain amount of mass drilled. Every prestige multiplies the maximum mass by ''exactly'' 1.33, so the total max mass is &amp;lt;code&amp;gt;1.33&amp;lt;sup&amp;gt;prestige-1&amp;lt;/sup&amp;gt; * 100kg&amp;lt;/code&amp;gt;. This means you must prestige at least 44 times (be at least '''on prestige #45''') to be able to gather enough mass to unlock the final module, and prestige at least 89 times (be at least on prestige #90) to unlock all the goals.&lt;br /&gt;
&lt;br /&gt;
You must choose between 2 bonuses:&lt;br /&gt;
&lt;br /&gt;
* '''-20% Stability loss &amp;amp; +10% stability gain''': Reduces the stability loss when using Quick &amp;amp; Dangerous compression mode and Stabilize mode will increases stability more quickly&lt;br /&gt;
* '''+30% Compressor React &amp;amp; +5% Drillpower''': Increases the compressor reaction (the compressor will reach higher compression rate faster) and increases amount of mass drilled&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Density !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1,750kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Earth Taste&lt;br /&gt;
|-&lt;br /&gt;
! 6,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Steel Foundation&lt;br /&gt;
|-&lt;br /&gt;
! 30,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Gravel&lt;br /&gt;
|-&lt;br /&gt;
! 125,000kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Titanium Hull&lt;br /&gt;
|-&lt;br /&gt;
! 2.5Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Avalanche&lt;br /&gt;
|-&lt;br /&gt;
! 55Mkg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Earthquake&lt;br /&gt;
|-&lt;br /&gt;
! 1,000*1.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth damage&lt;br /&gt;
|-&lt;br /&gt;
! 1,500*1.6&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Earth resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=2584</id>
		<title>Power Plant</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=2584"/>
		<updated>2022-08-25T00:42:13Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Technology */ Add Dyson Node&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=6|ConversionRate=800|Image=Powerplant.png|Color=Yellow|ColorCode=#E6C900}}&lt;br /&gt;
[[File:Yellow resource.png|left]]&lt;br /&gt;
The '''Power Plant''' is a building used to generate electricity to give speed boosts to other buildings.&lt;br /&gt;
[[File:PowerPlant.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Power Grid==&lt;br /&gt;
The power grid is where you place structures in order to generate and store energy.&lt;br /&gt;
&lt;br /&gt;
You can place structures by selecting one from the list on the left of the screen, and then clicking an empty tile.&lt;br /&gt;
&lt;br /&gt;
To delete a structure, right-click the filled tile while not having any structure selected from the list. Doing so will refund you 25% of the resource you spent buying the component. This can be increased to 50% if you have Component Recycling Skill.&lt;br /&gt;
&lt;br /&gt;
Structures can connect with each other without the use of pipes, but pipes can be used to use resources more efficiently at times. &lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
This is where you spend your energy to speed up other buildings:&lt;br /&gt;
&lt;br /&gt;
*[[Construction Firm]]: Reduces construction time for buildings.&lt;br /&gt;
*[[Factory]]: Speeds up shard refining, store reload, machine speed, and fabricator speed.&lt;br /&gt;
*[[Mine]]: Speeds up the drill, asteroid mining time, and asteroid scanning time.&lt;br /&gt;
*[[Headquarters]]: Speeds up download of software and how fast contracts run out.&lt;br /&gt;
*[[Shipyard]]: Speeds up shipments.&lt;br /&gt;
*[[Museum]]: speeds up artifact research time and offshore market refresh time.&lt;br /&gt;
* &amp;lt;spoiler&amp;gt;[[Workshop]]: To boost [[Workshop]] you need an [[Era]] artifact. Boosting the workshop is only relevant for Era-related activities.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*[[Arcade]]: On its own, it only speeds up the cooldown timer of &amp;quot;Refresh Wheel.&amp;quot; To effectively boost the [[arcade]] you need to have something else (located in the spoiler below), which reduces the time between delays (such as time between stopping jumble rows) and increases the speed of the lucky wheel. &amp;lt;spoiler&amp;gt;The darkness [[infinity]] stone grants this power.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*[[Trading Post]]: reduces the time between perk refreshes and the timer to reset trades&lt;br /&gt;
&lt;br /&gt;
The more energy you use, the longer and stronger the boost is. &lt;br /&gt;
&lt;br /&gt;
You can boost multiple buildings at the same time, but if they are boosted at &amp;lt;i&amp;gt;exactly&amp;lt;/i&amp;gt; the same time then they have to split the energy for the boost, and so the boosts will be weaker. If you are using workers to restart boosts this isn't a problem in practice, because the periods of each building are different, and so each building will end up boosted at a unique time.&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
&lt;br /&gt;
Boosting applies a percentage of the total available energy (10%, 25%, 50% or 100% depending on your selection) towards boosting. If there are multiple buildings being boosted simultaneously, the energy is split between them. (This splitting will not be shown in the preview numbers before you boost, but it will be apparent afterwards.) Call this energy being allocated to boosting a building &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Then &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt; is divided between time and effectiveness based on the position of the slider. For effectiveness, the slider runs from 1% to 100% of &amp;lt;code&amp;gt;BoostEnergy&amp;lt;/code&amp;gt;, and for time the slider runs from 100% to 1%. This does mean that the overall energy sums to 101%! Call the amount after the the slider &amp;lt;code&amp;gt;PostSlider&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For both time and effectiveness, &amp;lt;code&amp;gt;PostSlider&amp;lt;/code&amp;gt; is used as follows: &amp;lt;code&amp;gt;Result = log(PostSlider) * Perks * BaseValue&amp;lt;/code&amp;gt;. When displayed, &amp;lt;code&amp;gt;Result&amp;lt;/code&amp;gt; is rounded for effectiveness, but truncated for time. The base for the log is 10 normally, or 7 with the Super Boost skill. Perks include Town Perks, as well as the 1.25 multiplier from Max Power if at full power (only applies to effectiveness). The table of &amp;lt;code&amp;gt;BaseValues&amp;lt;/code&amp;gt; is:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building !! Time !! Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| Construction Firm || 4:00 || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Factory || 3:00 || 15%&lt;br /&gt;
|-&lt;br /&gt;
| Mine || 3:20 || 18%&lt;br /&gt;
|-&lt;br /&gt;
| Headquarters || 2:00 || 22%&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard || 5:00 || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Museum || 3:00 || 15%&lt;br /&gt;
|-&lt;br /&gt;
| {{Inline spoiler|Workshop}} || 3:40 || 21%&lt;br /&gt;
|-&lt;br /&gt;
| Arcade || 5:00 || 0.5%&lt;br /&gt;
|-&lt;br /&gt;
| Trading Post || 3:00 || 15%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
These are your structures for use in the power grid.&lt;br /&gt;
&lt;br /&gt;
You can unlock more by upgrading the Power Plant in the Construction Firm.&lt;br /&gt;
&lt;br /&gt;
You can upgrade structures if they are upgradeable. All costs are rounded to the nearest resource. The power plant runs at 10 ticks/sec.&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
&lt;br /&gt;
====Water Pump====&lt;br /&gt;
Provides infinite water.&lt;br /&gt;
&lt;br /&gt;
Cost: 25 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;[[File:PowerPlantExample.png|thumb|Basic setup for tier 1.]]&lt;br /&gt;
&lt;br /&gt;
====Fluid Pipe====&lt;br /&gt;
Transports 1000L of gas or fluid per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 5 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently used to move water from a water pump to a coal boiler, and to move steam from a coal boiler to a steam turbine.&lt;br /&gt;
&lt;br /&gt;
The pipe is gray when empty, blue when filled with water, and white when filled with steam.&lt;br /&gt;
&lt;br /&gt;
====Yellow Battery====&lt;br /&gt;
Adds +2000 power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 50 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be placed anywhere, and is not needed to be connected to anything.&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +1% Total Capacity per Yellow Battery (add.) (5 times), +50% Power Capacity (15 times)&lt;br /&gt;
&lt;br /&gt;
Note that the Total Capacity bonus applies to &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; batteries, as well as the base 1000 power! I.e. if you have fully upgraded Yellow Batteries and have 10 of them, they're providing +50% to all capacities.&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
&lt;br /&gt;
====Coal Chest====&lt;br /&gt;
Provides 2500kg of coal.&lt;br /&gt;
&lt;br /&gt;
Cost: 40 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be placed next to a coal boiler.&lt;br /&gt;
&lt;br /&gt;
Has to be replaced periodically, as it will run out of coal.&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +25% Coal (mul.) (30 times, Cost: 25000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Coal Boiler====&lt;br /&gt;
Turns 100L of water, and 4 kg of coal into 30L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 150 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be connected to a water pump and a coal chest to function.&lt;br /&gt;
&lt;br /&gt;
====Steam Turbine====&lt;br /&gt;
Transforms 10L of steam into 30 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 60 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needs to be connected to an active coal boiler to generate energy.&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
&lt;br /&gt;
====Oil Barrel====&lt;br /&gt;
Provides 10000L of oil&lt;br /&gt;
&lt;br /&gt;
Cost: 1000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be placed anywhere, as long as a fluid pipe connects it to an oil furnace.&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +20% Oil (mul.) (30 times, Cost: 100000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Oil Furnace====&lt;br /&gt;
Turns 20L of oil and 200L of water into 100L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 17500 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Gas Tank====&lt;br /&gt;
provides 20000L of gas.&lt;br /&gt;
&lt;br /&gt;
Cost: 2000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
can be placed anywhere, as long as fluid pipes connect it to a gas turbine.&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +20% Gas (mul.) (30 times, Cost: 125000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Gas Turbine====&lt;br /&gt;
Turns 25L of gas into 100 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 5000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
&lt;br /&gt;
====Water Turbine====&lt;br /&gt;
Uses 20L of water to provide 3 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 20000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be connected with pipes or directly to a Water Pump&lt;br /&gt;
&lt;br /&gt;
====Solar Panel====&lt;br /&gt;
Produces 1 power per tick (0 when raining).&lt;br /&gt;
&lt;br /&gt;
Cost: 10000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wind Turbine====&lt;br /&gt;
Produces 0~4 power per tick (min. of 0 without wind and max of 4 when there is a hurricane).&lt;br /&gt;
&lt;br /&gt;
Cost: 12500 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Red Battery====&lt;br /&gt;
Gives +25000 to power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 2000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
&lt;br /&gt;
====Lava Pump====&lt;br /&gt;
Provides 10M L of lava.&lt;br /&gt;
&lt;br /&gt;
Cost: 25000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lava can be moved with a fluid pipe.&lt;br /&gt;
&lt;br /&gt;
====Thermal Generator====&lt;br /&gt;
Turns 100L of lava and 100L of water into 200 power per tick.&lt;br /&gt;
&lt;br /&gt;
Cost: 50000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can be connected with a pipe or directly to a lava pump. &lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
&lt;br /&gt;
====Fission Reactor====&lt;br /&gt;
Transforms 1Kg of Uranium and 100L of water into 200L of steam.&lt;br /&gt;
&lt;br /&gt;
Cost: 100000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Uranium Box====&lt;br /&gt;
Provides 50000Kg of Uranium.&lt;br /&gt;
&lt;br /&gt;
Cost: 75000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +10% Uranium (mul.) (30 times, Cost: 5000000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Blue Battery====&lt;br /&gt;
Gives +500000 to power capacity.&lt;br /&gt;
&lt;br /&gt;
Cost: 50000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tier 6===&lt;br /&gt;
&lt;br /&gt;
====Fusion Reactor====&lt;br /&gt;
Transforms 250L of He3 into 500L of Plasma&lt;br /&gt;
&lt;br /&gt;
Cost: 1750000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Helium3 Tank====&lt;br /&gt;
Provides 100000L of He3&lt;br /&gt;
&lt;br /&gt;
Cost: 500000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upgradeable: +8% Gas (mul.) (30 times, Cost: 25000000 * 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
====Plasma Pipe====&lt;br /&gt;
Transport 1000L of Plasma per tick&lt;br /&gt;
&lt;br /&gt;
Cost: 100000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Plasma Turbine====&lt;br /&gt;
Transform 100L of Plasma into 5000 power per tick&lt;br /&gt;
&lt;br /&gt;
Cost: 500000 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Floor 2===&lt;br /&gt;
&lt;br /&gt;
====Dyson Node====&lt;br /&gt;
Provides aura and +X Power / Tick (depends on dyson power)&lt;br /&gt;
&lt;br /&gt;
Cost: 1e12 * 1.5&amp;lt;sup&amp;gt;qty&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dyson nodes cannot be placed in the 8 squares next to another node. Available as soon as Floor 2 is unlocked, regardless of Power Plant level.&lt;br /&gt;
&lt;br /&gt;
Power amount is &amp;lt;code&amp;gt;dyson_power&amp;lt;/code&amp;gt;&amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt;. This maxes at 1189.2071 power per tick.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Quantum Grid''' - Allows components on the power grid to connect to components on the opposite edge of the grid.&lt;br /&gt;
*'''Super Boost''' - Using more power for boosts has a higher impact on duration/effectivity. (Log10 -&amp;gt; Log7)&lt;br /&gt;
*'''Max. Power''' - Increases the effectiveness of all active boosts by 25% (multiplicative) if (you're stonking) the current amount of power exceeds the maximum amount.&lt;br /&gt;
*'''Component Recycling''' - Increases the amount of resources returned from selling components to 50% instead of 25%.&lt;br /&gt;
*'''Shutdown''' - Allows you to cancel boosts anytime. Does not refund any power!&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
*'''Hibernation Mode''' - Boosts stop losing their duration while the game is closed but still affect all buildings during that time as many they would normally do.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2555</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2555"/>
		<updated>2022-08-08T00:05:04Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Power Plant: Dyson Sphere */ Add ring forming formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. It also has the scanner which is used to scan items.&lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have 1000 pieces of it, and the ingredients needed to craft that item is already scanned (Ores 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&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You can also toggle for the crafter to not use the items in your inventory and only use mass.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Dissolves scanned items for mass, and Fabricates scanned items from mass.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''(x)''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''(x)''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. (You can't launch if a dyson ring is being formed.)&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched as soon as you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount. Exact formula is &amp;lt;code&amp;gt;max(1, (360000*(100^DysonRings))^(1-Drones/(10000000*10^DysonRings)))&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, the '''dyson node''', in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is '''x'''&amp;lt;sup&amp;gt;'''0.25'''&amp;lt;/sup&amp;gt;, where '''x''' is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
Boosts increases your stats and comes in 3 different kinds:&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
&lt;br /&gt;
===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
&lt;br /&gt;
===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
&lt;br /&gt;
===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
&lt;br /&gt;
Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
&lt;br /&gt;
Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=2535</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=2535"/>
		<updated>2022-06-21T10:16:36Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Statistics */ Remove duplicate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=45000|Image=Museum.png|Color=Grey|ColorCode=grey}}&lt;br /&gt;
[[File:Grey resource.png|left]]&lt;br /&gt;
The '''Museum''' is a building where you look at statistics, gain boosts via Power Stones, and research artifacts.&lt;br /&gt;
[[File:MuseumExample.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Museum tiers do nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
Here you can view your feats in Perfect Tower 2. &lt;br /&gt;
&lt;br /&gt;
Reaching certain goals in statistics unlocks power stone slots.&lt;br /&gt;
&lt;br /&gt;
Table of statistics (hidden, because several of the category names spoil things later in the game):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2 | Category Name&lt;br /&gt;
! colspan=6 | # Required to Unlock Stone&lt;br /&gt;
! rowspan=2 | Extra Notes&lt;br /&gt;
|-&lt;br /&gt;
|S1||S2||S3||S4||S5||S6&lt;br /&gt;
|-&lt;br /&gt;
! Time Played&lt;br /&gt;
|8h||?||?||72h||?||240h&lt;br /&gt;
| Having the game open, not offline&lt;br /&gt;
|-&lt;br /&gt;
! Total Gems Collected&lt;br /&gt;
|100||?||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
! Total Resources&lt;br /&gt;
|10000||?||1e6||1e20||1e35||7e44&lt;br /&gt;
|-&lt;br /&gt;
! Factory: Shards Refined&lt;br /&gt;
|?||1e6||?||1e10||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
! Factory: Resources Produced&lt;br /&gt;
|?||?||?||1e9||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Power Plant: Total Power Produced&lt;br /&gt;
|?||?||1e9||?||1e12||1e14&lt;br /&gt;
|-&lt;br /&gt;
! Shipyard: Resources Earned&lt;br /&gt;
|1e6||?||?||2.5e12||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Arcade: Coins Earned&lt;br /&gt;
|100||1000||?||10000||colspan=2|&lt;br /&gt;
|-&lt;br /&gt;
! Cylindro Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Pyramidas Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Cubos Jr. Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Dodecai Defeated&lt;br /&gt;
|1||5||10||20||30||50&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Perfect Space: Highscore&lt;br /&gt;
|colspan=2|1000||colspan=2|10000||colspan=2|100000&lt;br /&gt;
| Game in the Arcade&lt;br /&gt;
|-&lt;br /&gt;
! Enemies Destroyed&lt;br /&gt;
|?||?||7e6||9e7||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Mine: Layers Generated&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Mine: Tiles Uncovered&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Trading Post: Total Times Traded&lt;br /&gt;
|15||?||?||?||?||2000&lt;br /&gt;
|-&lt;br /&gt;
! Infinity Stones: Times Used&lt;br /&gt;
|?||?||50||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Modules Unlocked&lt;br /&gt;
|?||?||?||?||?||318&lt;br /&gt;
|-&lt;br /&gt;
! Challenges Completed&lt;br /&gt;
|2||?||12||30||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Normal Mode Completed&lt;br /&gt;
|?||?||?||?||?||90&lt;br /&gt;
| The number of Regions you complete Normal Difficulty in&lt;br /&gt;
|-&lt;br /&gt;
! Artifacts Researched&lt;br /&gt;
|colspan=2|?||colspan=2|?||colspan=2|?&lt;br /&gt;
|-&lt;br /&gt;
! ?????? ????????&lt;br /&gt;
|colspan=6|???&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;br /&gt;
Note: a few of these values were taken from pretty old images, they may still be accurate but they may not be, please add your own value if the actual value is diffrent&lt;br /&gt;
&lt;br /&gt;
==Power stones==&lt;br /&gt;
Power stones grant a boost to resource gain, as well as a boost to elemental damage. The amount of boost provided depends on the tier of the equipped power stones, modified by any bonuses such as [[Town#Town Perks|town perks]]. All elements apart from neutral have a power stone, but universal power stones are only available through [[#Transmute|transmutation]]. With the ''Power Prism'' skill, power stones can also provide a boost to the neutral element.&lt;br /&gt;
&lt;br /&gt;
Power stones can be purchased from the [[#Power stone shop|power stone shop]], and must be equipped before they provide any bonus. Unequipped power stones can be upgraded to a higher tier by combining 3 power stones of the same tier. Higher tier power stones provide stronger boosts.&lt;br /&gt;
&lt;br /&gt;
The number of power stones that can be equipped at once is determined by the available power stone slots, which can be obtained by completing [[#Statistics|statistics]] milestones.&lt;br /&gt;
&lt;br /&gt;
===Power stone shop===&lt;br /&gt;
Gives the ability to buy tier 1 power stones of the 8 elements for the cost of {{cost|1000|Grey}}. The ''Fill inventory'' button toggles the ability to buy a full inventory worth of power stones per purchase. The trashcan icon deletes any power stones placed in it.&lt;br /&gt;
&lt;br /&gt;
===Offshore market===&lt;br /&gt;
Once the exotic skill is purchased, the offshore market becomes available. The offshore market sells higher tier power stones at an increased cost. The maximum tier power stone for sale is dependent on an upgrade purchasable with {{resource|Grey}} resources, but will never exceed your highest obtained power stone for that element. Upgrading tiers costs 36000*1.8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; to upgrade to max-tier (lvl+3); you start at maximum tier 2. Stones cost 2000*18&amp;lt;sup&amp;gt;tier-1&amp;lt;/sup&amp;gt; (except Universal stones which cost 10x as much), which gets expensive &amp;lt;i&amp;gt;very&amp;lt;/i&amp;gt; quickly, so think carefully before upgrading your max-tier too high - there's no way to downgrade.&lt;br /&gt;
&lt;br /&gt;
At any given time, there are 6 different elements of power stones available in the offshore market in varying tiers, chosen randomly. These power stones change every 1 hour; this timer can be sped up by employing [[Power Plant]] boosts. It is possible to find Universal power stones for sale in the offshore market (without first crafting one), with a 20% chance per refresh.&lt;br /&gt;
&lt;br /&gt;
===Transmute===&lt;br /&gt;
After unlocking a certain [[Artifacts|artifact]], power stones can be transmuted into universal power stones. Transmutation requires 8 power stones, one of each element, each with the same tier. This action consumes the power stones and produces a single universal power stone of the same tier.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{Main|Artifacts}}&lt;br /&gt;
&lt;br /&gt;
Artifacts are hidden items that can be found and researched for unique rewards. Each artifact takes a set amount of time to research, but can be improved with Museum skills.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the museum.&lt;br /&gt;
*'''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&lt;br /&gt;
*'''Power Prism''' - Boost the neutral element for each completed set of power stones (all 9 elements including universal) by the lowest tier of that set. (Having tier 9 stones of each element but earth and having a tier 3 earth stone will give the same neutral bonus as having only tier 3 stones of each element.)&lt;br /&gt;
*'''Achievement Boost''' - Doubles the achievement conversion rate boost.&lt;br /&gt;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Offline Research''' - Allows the research of artifacts to continue while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Offshore Market''' - Unlocks the Offshore Market to buy higher tier Power Stones.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=2530</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=2530"/>
		<updated>2022-06-21T01:18:20Z</updated>

		<summary type="html">&lt;p&gt;D0sboots: /* Statistics */ Turn stats into a table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=45000|Image=Museum.png|Color=Grey|ColorCode=grey}}&lt;br /&gt;
[[File:Grey resource.png|left]]&lt;br /&gt;
The '''Museum''' is a building where you look at statistics, gain boosts via Power Stones, and research artifacts.&lt;br /&gt;
[[File:MuseumExample.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Museum tiers do nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
Here you can view your feats in Perfect Tower 2. &lt;br /&gt;
&lt;br /&gt;
Reaching certain goals in statistics unlocks power stone slots.&lt;br /&gt;
&lt;br /&gt;
Table of statistics (hidden, because several of the category names spoil things later in the game):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! rowspan=2 | Category Name&lt;br /&gt;
! colspan=6 | # Required to Unlock Stone&lt;br /&gt;
! rowspan=2 | Extra Notes&lt;br /&gt;
|-&lt;br /&gt;
|S1||S2||S3||S4||S5||S6&lt;br /&gt;
|-&lt;br /&gt;
! Time Played&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
| Having the game open, not offline&lt;br /&gt;
|-&lt;br /&gt;
! Total Gems Collected&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Total Resources&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Factory: Shards Refined&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Factory: Resources Produced&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Power Plant: Total Power Produced&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Shipyard: Resources Earned&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Arcade: Coins Earned&lt;br /&gt;
|?||?||?||?||colspan=2|&lt;br /&gt;
|-&lt;br /&gt;
! Artifacts Researched&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Cylindro Defeated&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Pyramidas Defeated&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Cubos Jr. Defeated&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Dodecai Defeated&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
| Boss Fight&lt;br /&gt;
|-&lt;br /&gt;
! Perfect Space: Highscore&lt;br /&gt;
|colspan=2|?||colspan=2|?||colspan=2|?&lt;br /&gt;
| Game in the Arcade&lt;br /&gt;
|-&lt;br /&gt;
! Enemies Destroyed&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Mine: Layers Generated&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Mine: Tiles Uncovered&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Trading Post: Total Times Traded&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Infinity Stones: Times Used&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Modules Unlocked&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Challenges Completed&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
|-&lt;br /&gt;
! Normal Mode Completed&lt;br /&gt;
|?||?||?||?||?||?&lt;br /&gt;
| The number of Regions you complete Normal Difficulty in&lt;br /&gt;
|-&lt;br /&gt;
! Artifacts Researched&lt;br /&gt;
|colspan=2|?||colspan=2|?||colspan=2|?&lt;br /&gt;
|-&lt;br /&gt;
! ?????? ????????&lt;br /&gt;
|colspan=6|?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Power stones==&lt;br /&gt;
Power stones grant a boost to resource gain, as well as a boost to elemental damage. The amount of boost provided depends on the tier of the equipped power stones, modified by any bonuses such as [[Town#Town Perks|town perks]]. All elements apart from neutral have a power stone, but universal power stones are only available through [[#Transmute|transmutation]]. With the ''Power Prism'' skill, power stones can also provide a boost to the neutral element.&lt;br /&gt;
&lt;br /&gt;
Power stones can be purchased from the [[#Power stone shop|power stone shop]], and must be equipped before they provide any bonus. Unequipped power stones can be upgraded to a higher tier by combining 3 power stones of the same tier. Higher tier power stones provide stronger boosts.&lt;br /&gt;
&lt;br /&gt;
The number of power stones that can be equipped at once is determined by the available power stone slots, which can be obtained by completing [[#Statistics|statistics]] milestones.&lt;br /&gt;
&lt;br /&gt;
===Power stone shop===&lt;br /&gt;
Gives the ability to buy tier 1 power stones of the 8 elements for the cost of {{cost|1000|Grey}}. The ''Fill inventory'' button toggles the ability to buy a full inventory worth of power stones per purchase. The trashcan icon deletes any power stones placed in it.&lt;br /&gt;
&lt;br /&gt;
===Offshore market===&lt;br /&gt;
Once the exotic skill is purchased, the offshore market becomes available. The offshore market sells higher tier power stones at an increased cost. The maximum tier power stone for sale is dependent on an upgrade purchasable with {{resource|Grey}} resources, but will never exceed your highest obtained power stone for that element. Upgrading tiers costs 36000*1.8&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; to upgrade to max-tier (lvl+3); you start at maximum tier 2. Stones cost 2000*18&amp;lt;sup&amp;gt;tier-1&amp;lt;/sup&amp;gt; (except Universal stones which cost 10x as much), which gets expensive &amp;lt;i&amp;gt;very&amp;lt;/i&amp;gt; quickly, so think carefully before upgrading your max-tier too high - there's no way to downgrade.&lt;br /&gt;
&lt;br /&gt;
At any given time, there are 6 different elements of power stones available in the offshore market in varying tiers, chosen randomly. These power stones change every 1 hour; this timer can be sped up by employing [[Power Plant]] boosts. It is possible to find Universal power stones for sale in the offshore market (without first crafting one), with a 20% chance per refresh.&lt;br /&gt;
&lt;br /&gt;
===Transmute===&lt;br /&gt;
After unlocking a certain [[Artifacts|artifact]], power stones can be transmuted into universal power stones. Transmutation requires 8 power stones, one of each element, each with the same tier. This action consumes the power stones and produces a single universal power stone of the same tier.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
{{Main|Artifacts}}&lt;br /&gt;
&lt;br /&gt;
Artifacts are hidden items that can be found and researched for unique rewards. Each artifact takes a set amount of time to research, but can be improved with Museum skills.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
{{Main|Achievements}}&lt;br /&gt;
Achievements are unlocked after completing certain hidden tasks throughout the game.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the museum.&lt;br /&gt;
*'''Statistics Boost''' - Doubles Town Resource bonus per statistics slot filled.&lt;br /&gt;
*'''Power Prism''' - Boost the neutral element for each completed set of power stones (all 9 elements including universal) by the lowest tier of that set. (Having tier 9 stones of each element but earth and having a tier 3 earth stone will give the same neutral bonus as having only tier 3 stones of each element.)&lt;br /&gt;
*'''Achievement Boost''' - Doubles the achievement conversion rate boost.&lt;br /&gt;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&lt;br /&gt;
*'''Offline Research''' - Allows the research of artifacts to continue while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Offshore Market''' - Unlocks the Offshore Market to buy higher tier Power Stones.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>D0sboots</name></author>
		
	</entry>
</feed>