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	<title>The Perfect Tower II - User contributions [en]</title>
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	<updated>2026-05-01T20:20:09Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=3150</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=3150"/>
		<updated>2023-09-20T08:51:00Z</updated>

		<summary type="html">&lt;p&gt;Electricicicic: added cubos jr tier 21 attack (could someone word it better)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
[[File:Black resource.png|left]]&lt;br /&gt;
The '''Statue of Cubos''' is a building you use to fight bosses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the Statue of Cubos in the [[Construction Firm]] will unlock more upgrades per boss, and each upgrade on tiers 2+ needs the upgrade bought on the lower tier to buy it. (Note: Upgrades will be replaced with boss modules with the upcoming reworks.)&lt;br /&gt;
&lt;br /&gt;
Bosses are unlocked by upgrading [[Military Tier|military tiers]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Boss fights are unique fights that each play very differently than the core game loop. Each one is based on a different game genre and contains different game mechanics.&lt;br /&gt;
&lt;br /&gt;
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu. On the bottom next to the fight button are arrows to increase the tier of boss you wish to fight. Click to go up by 1 tier, or shift-click to go up by 100 (or to your highest tier if lower than 100).&lt;br /&gt;
&lt;br /&gt;
The first 4 bosses have a set of boss modules you can use in the fight to greatly increase your power, unlocked by acquiring all the linked modules listed next to them. These give certain abilities to the Tower that increase in power with their tier (upgraded using Statue resources) and combat experience (obtained by killing the respective boss with it equipped). Currently, Cylindro, Cubos Jr and Dodecai all have been reworked, but Pyramidas has yet to receive an official rework as of now. The final boss will not have boss modules, and will instead get a hardmode for those that want the challenge.&lt;br /&gt;
&lt;br /&gt;
Higher tier bosses will gain new abilities at tiers 2, 3, 5, 8, 13, and 21 (following the Fibonacci sequence), as well as a slight increase to their base stats at each tier. This aims to keep the challenge of higher tier bosses fun, and avoid them feeling monotonous or like a slog to complete.&lt;br /&gt;
&lt;br /&gt;
Defeating bosses will award you with exotic gems, combat experience and maybe even an artifact or two, and can even grant achievements under certain conditions.&lt;br /&gt;
&lt;br /&gt;
A helpful tool for quickly calculating boss xp gain can be found here.&lt;br /&gt;
[https://www.desmos.com/calculator/pjyd1rdqxt?lang=es/ calculator]&lt;br /&gt;
&lt;br /&gt;
===Cylindro===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems and &amp;lt;code&amp;gt;15 * (tier-1)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + 6&amp;lt;/code&amp;gt; combat experience (all defeats).&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Left/Right or A/D&lt;br /&gt;
*'''Fire Missiles:''' Up, W, Spacebar&lt;br /&gt;
*'''Long Jump:''' Down or S; requires Acrobatic Plugin boss module&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
Cylindro's boss modules increase stats of the tower, like upgrades did before. You can only equip 3 (4 with Cyanotypes) at once.&lt;br /&gt;
&lt;br /&gt;
*'''Searing Projectiles'''&lt;br /&gt;
**''Linked Modules: Phoenix Bounce, Light Splash, Earth Taste.''&lt;br /&gt;
**Increases the damage of the tower’s projectiles based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Hardened Shell'''&lt;br /&gt;
**''Linked Modules: Stab Protection, Reflect, Shelter''&lt;br /&gt;
**Reduces incoming damage based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Charged Powerups'''&lt;br /&gt;
**''Linked Modules: Moon Energy,  Recharge,  Energy Flow''&lt;br /&gt;
**Decreases powerup spawn cooldown and increases powerup energy refill amount based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Streamlined Hull'''&lt;br /&gt;
**''Linked Modules: Light Crit, Overcharge,  Air Shell''&lt;br /&gt;
**Increases Tower movement speed based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Acrobatic Plugin'''&lt;br /&gt;
**''Linked Modules: Avalanche, Lightning, Redirect''&lt;br /&gt;
**Allows you to jump to the opposite side of the arena using the down arrow or S key in a certain amount of time; delay is reduced with combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Epic Gyroscope'''&lt;br /&gt;
**''Linked Modules: Hurricane, Super Tower, Tremors''&lt;br /&gt;
**Allows the tower to attack while moving, but with a higher energy cost and slower firerate. These penalties get weaker with combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Idle Nanobots'''&lt;br /&gt;
**''Linked Modules: Shelter, Boss Shield, Advanced Heal''&lt;br /&gt;
**Allows the tower to passively regenerate health when not moving for a certain amount of time; health regeneration rate and delay after moving based on combat experience and module tier.&lt;br /&gt;
====Fight Description====&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms, which can be dodged by moving to adjacent pillars. Headbutts deal a base of 25% damage while waterstorms deal a base of 50% damage on hit, so try not to get hit too much if you don’t have Idle Nanobots or Hardened Shell. &lt;br /&gt;
&lt;br /&gt;
Cylindrio will spin 4 times before performing an attack, alternating between clockwise and counter-clockwise. '''Cylindrio spins significantly faster as his health gets low''', reducing the amount of downtime between his attacks and forcing the player to dodge more often.&lt;br /&gt;
&lt;br /&gt;
To damage Cylindro you need to fire missiles at him, which will cost energy. (No energy = no missiles)&lt;br /&gt;
You cannot fire missiles while moving between pillars unless you have Epic Gyroscope equipped. However, even without it you will still fire a single missile on jumping to a new platform if the fire button is held while moving due to you shooting during the single frame you are on the pillar. &lt;br /&gt;
&lt;br /&gt;
Green powerups will spawn periodically on random pillars and will restore energy when picked up.&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
*Tier 2: Cylindro's slam will turn the focused pillar red which will make the tower jump more slowly on and off of it. &lt;br /&gt;
*Tier 3: Cylindro will sometimes spin rapidly before summoning damaging geysers on every pillar in the arena except for 2 of them. The 2 safe pillars will be highlighted in green and will always appear on opposite sides of the map to one another.&lt;br /&gt;
*Tier 5: Sometimes after a slam, Cylindro will spin around the stage, damaging you if you touch him. He also makes all three slammed pillars red when headbutting them instead of just one.&lt;br /&gt;
*Tier 8: Cylindro will occasionally spawn a geyser on a random pillar which will erupt after some time and damage the tower if they are on it. &lt;br /&gt;
*Tier 13: Cylindro will gain an invincible shield that spins around him and blocks projectiles. He gains extra shields at tiers 20 and 30, at which point the 3 shields combined will cover the vase majority of his body.&lt;br /&gt;
*Tier 21: Cylindro's wave cannon attacks become much more chaotic. &lt;br /&gt;
&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Energy Sphere:''' 5% base chance on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''You Spin Me Right Around:''' Defeat Cylindro while he is doing his slam attack. (Also applies to his roll attack at tiers 5+&lt;br /&gt;
*'''Cylindro Hater:''' Defeat Cylindro 1000 times.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pyramidas===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems.&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Shoot:''' Left mouse button (hold)&lt;br /&gt;
*'''Manual Reload:''' Right mouse button&lt;br /&gt;
*'''Faster Reloading:''' Shake mouse&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the player defeat Pyramidas. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the player over time.&lt;br /&gt;
*'''Ammunition Bonus:''' Increases the maximum amount of ammo in a single reload.&lt;br /&gt;
*'''Damage Bonus:''' Increases bullet damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Metal Plating:''' 15% chance to drop on victory.&lt;br /&gt;
*'''Vine Monster:''' 5% chance to drop on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Botanophobia:''' Destroy all vines before destroying any tesla coils.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cubos Jr.===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems, and &amp;lt;code&amp;gt;18 * (tier-1)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; + 9&amp;lt;/code&amp;gt; combat experience.&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Arrows or WASD&lt;br /&gt;
*'''Drop bomb:''' Left mouse button, scroll wheel or space bar&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
Cubos Jr.'s boss modules increase stats of the tower, modify tower movement, or modify bomb behaviour. You can only equip 3 (4 with Cyanotypes) at once.&lt;br /&gt;
&lt;br /&gt;
*'''Scattering'''&lt;br /&gt;
**''Linked Modules: Combustion, Fire Focus, Earth Focus''&lt;br /&gt;
**Makes bombs explode on diagonal tiles (instead of just orthogonal), but decreases bomb damage. Bomb damage penalty decreases with combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Perfect Rhythm'''&lt;br /&gt;
**''Linked Modules: Super Tower''&lt;br /&gt;
**Removes beat tolerance (you can input actions at any time) and allows queuing of up to 4 actions. Cannot be upgraded and is unaffected by combat experience.&lt;br /&gt;
**Be warned that you '''cannot cancel queued actions in any way whatsoever''', which can oftentimes result in you walking headfirst into Cubos Jr or his attacks when queueing multiple actions consecutively. &lt;br /&gt;
&lt;br /&gt;
*'''Nuclear Enhancement'''&lt;br /&gt;
**''Linked Modules: Advanced Splash, Super Multishot, Solar Strike''&lt;br /&gt;
**Increase bomb damage but allows bombs to damage the tower if in range of the explosion. Damage bonus increases based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Healthy Bombs'''&lt;br /&gt;
**''Linked Modules: Adaptive Regeneration, Phasing, Recharge''&lt;br /&gt;
**Allows bomb explosions to heal the tower if hit by the explosion by a fraction of the damage dealt. Heal % amount increases based on combat experience and module tier.&lt;br /&gt;
**If combined with Nuclear Enhancement, the self damage will be applied '''before''' the heal from Healthy Bombs, so you may end up killing yourself with your bombs even with a heal factor of above 100% if your bomb damage exceeds your maximum health. &lt;br /&gt;
&lt;br /&gt;
*'''Soundproofing'''&lt;br /&gt;
**''Linked Modules: Diamond Foundation, Generic Armor, Advanced Shield''&lt;br /&gt;
**Increase tower maximum health and damage resistance based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Micro Bombs'''&lt;br /&gt;
**''Linked Modules: Mjölnir, Desperado, Emergency Crit''&lt;br /&gt;
**Allows the tower to place multiple bombs at once at the cost of reducing bomb damage. Bomb damage penalty decreases based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
*'''Focused Detonation'''&lt;br /&gt;
**''Linked Modules: Gravitational Impact, Shockwave, Molten Core''&lt;br /&gt;
**Increases bomb damage at the exact center of the explosion (the enemy must be ''on top of'' the bomb as it goes off). Bomb damage bonus increases based on combat experience and module tier.&lt;br /&gt;
&lt;br /&gt;
====Fight Description====&lt;br /&gt;
The fight with Cubos Jr. takes place in a large, 7x7 arena made of 49 squares. The game progresses each beat in time with the music, meaning Cubos Jr. and the tower can only move or perform an action on the beat. Cubos Jr. will move erratically, sometimes chasing the player and sometimes running around in the same area of the battlefield for a while. &lt;br /&gt;
&lt;br /&gt;
The tower can attack Cubos Jr. by dropping bombs. The tower can only have 1 bomb on field at a time (unless Micro Bombs is equipped), and bombs explode in the 5 orthogonally adjacent tiles (increased to all 9 adjacent squares with Scattering) after 3 beats. Only 1 bomb can exist on each tile, and you can only drop 1 bomb per move.&lt;br /&gt;
&lt;br /&gt;
Cubos Jr. has 2 initial attacks: an earth shockwave that hits all 9 adjacent tiles and a fire attack that hits all tiles in the 4 orthogonal directions (up, down, left &amp;amp; right). All of his attacks (including ones gained at higher tiers) have a delay of 4 beats before occurring, giving the player time to get out of the way. &lt;br /&gt;
Cubos Jr. will occasionally ignite himself and leave a trail of fire that damages the tower if they walk into it. You '''will''' take damage from colliding with Cubos Jr., so ramming facefirst into the boss is highly unadvised and will usually end in the tower’s untimely death unless you are using Healthy Bombs and can outheal Cubos Jr.’s damage.&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
*Tier 2: Cubos Jr. can now use a diagonal fire attack.&lt;br /&gt;
*Tier 3: Cubos Jr. can fly directly above the middle of the board before creating a ring of fire around the outer edge of the board which will damage the tower if they enter it for a while until it dissipates.&lt;br /&gt;
*Tier 5: Cubos Jr. gains a dash attack where he digs down and travels 4 squared in any direction (will not go out of bounds) before resurfacing, damaging the tower if Cubos Jr. travels through it. Attack will leave a fiery trail if Cubos Jr was ablaze during the attack.&lt;br /&gt;
*Tier 8: Cubos Jr. will now combine his orthogonal and diagonal fire attacks and use both at the same time.&lt;br /&gt;
*Tier 13: Creates a lava crack at the center of Cubos Jr.'s earth attacks. The crack can be cleared by attacking it with a bomb, but if the crack was not cleared after 30 turns it turns into a pile of lava, no longer removable, last until the end of the fight, and can damage the tower if the tower steps on it.&lt;br /&gt;
*Tier 21: Cubos Jr. will rapidly jump, creating a row of fire that travels the span of the arena, alternating from right-left to left-right every column.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Cubos Cube:''' 100% chance to drop on victory.&lt;br /&gt;
*'''Incendiary Device:''' 15% chance to drop on victory.&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Not A Scratch:''' Defeat Cubos Jr. without taking any damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dodecai===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. ''Seriously, why are they moving like that?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with '''100*tier''' exotic gems and &amp;lt;code&amp;gt;10+20*(tier-1)^2&amp;lt;/code&amp;gt; combat experience (all defeats).&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Play card:''' Left mouse button on selected card&lt;br /&gt;
*'''Drag camera:''' Click and hold left mouse button on the map area&lt;br /&gt;
*'''Discard card:''' Right mouse button on selected card&lt;br /&gt;
*'''Rotate camera:''' Click and hold right mouse button on the map area&lt;br /&gt;
*'''Zoom:''' Scroll mouse wheel up to zoom in, and down to zoom out&lt;br /&gt;
&lt;br /&gt;
====Cards====&lt;br /&gt;
These cards are always equipped regardless of boss modules, and cannot be removed from the deck. ''&amp;lt;small&amp;gt;(Note: You can only use each Battery and Full Heal card once per fight as they are removed from the deck once used.)&amp;lt;/small&amp;gt;''&lt;br /&gt;
*'''Fighter''' x2 - [Energy Cost: 50] Spawns a group of Fighters&lt;br /&gt;
*'''Battery''' x4 - [Energy Cost: 400] Increases energy regeneration and max energy&lt;br /&gt;
*'''Speed Up''' x1 - [Energy Cost: 80] Increases movement speed and attack speed of friendly units&lt;br /&gt;
*'''Redraw''' x1 - [Energy Cost: 125] Draw a random card and reduce its cost (to 0)&lt;br /&gt;
*'''Full Heal''' x1 - [Energy Cost: 250] Heals your tower back to max health &lt;br /&gt;
*'''Refresh''' x1 - [Energy Cost: 25] Fully refill your energy&lt;br /&gt;
&lt;br /&gt;
These cards are exclusive to boss modules.&lt;br /&gt;
*'''Tank''' - [Energy Cost: 75] Spawns a group of Tanks&lt;br /&gt;
*'''Boss''' - [Energy Cost: 125] Spawns a Boss&lt;br /&gt;
*'''Flying''' - [Energy Cost: 150] Spawns a group of flying units&lt;br /&gt;
*'''Flying Tank''' - [Energy Cost: 200] Spawns a flying Tank&lt;br /&gt;
*'''Firestorm''' - [Energy Cost: 180] Deals damage to enemy units in radius&lt;br /&gt;
*'''Frost Nova''' - [Energy Cost: 100] Freezes enemy units in radius&lt;br /&gt;
*'''Lightning''' - [Energy Cost: 200] Damage and stun enemy units&lt;br /&gt;
*'''Void Breaker''' - [Energy Cost: 70%] Deals direct damage to Dodecai&lt;br /&gt;
*'''Toxic Ward''' - [Energy Cost: 300] Spawns a ward that damages units in its radius&lt;br /&gt;
*'''Heal Ward''' - [Energy Cost: 300] Spawns a ward that heals units in its radius&lt;br /&gt;
*'''Dummy Ward''' - [Energy Cost: 125] Spawns a ward that gets targeted by units&lt;br /&gt;
&lt;br /&gt;
These cards are given to you by Tier 13+ Dodecai, and are mostly negative. They are distinguished by a purple background.&lt;br /&gt;
*'''Void''' - [Energy Cost: 20%] (Has no description, does nothing except play a puff of smoke on your tower.)&lt;br /&gt;
*'''Random''' - [Energy Cost: 50%] You never know what you're gonna get. (Uses a random card's effect.)&lt;br /&gt;
*'''Turtle''' - [Energy Cost: 10%] Baa. (Spawns a turtle unit that explodes upon contact with any unit or attack, damaging all units and tower in a small radius.)&lt;br /&gt;
*'''Thorns''' - [Energy Cost: 0] Ouch! (Damages the tower for 8% of its health.)&lt;br /&gt;
&lt;br /&gt;
====Modules====&lt;br /&gt;
Dodecai's boss modules give you more cards in your deck, and increase stats of the tower and friendly allies. You can only equip 3 (4 with Cyanotypes) at once.&lt;br /&gt;
&lt;br /&gt;
*'''Otherworldly Foundation'''&lt;br /&gt;
**''Linked Modules: Growth, Stoneskin, Marble Foundation, Shield Amplifier, Diamond Foundation.''&lt;br /&gt;
**Increases the Tower's max health with combat experience and module tier.&lt;br /&gt;
**Adds '''Full Heal''' x6 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Dense Batteries'''&lt;br /&gt;
**''Linked Modules: Conductor, Moon Energy, Sun Energy, Refresh, Super Tower 2''&lt;br /&gt;
**Increases the energy regeneration and max energy boost from batteries with combat experience and module tier.&lt;br /&gt;
**Adds '''Refresh''' x1 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Void Training'''&lt;br /&gt;
**''Linked Modules: Unfolding, Solar Strike, Generic Armor, Neutral Amplifier, Universal Attack.''&lt;br /&gt;
**Increases ground unit damage and health with combat experience and module tier.&lt;br /&gt;
**Adds '''Fighter''' x8, '''Tank''' x5, '''Boss''' x2, and '''Speed Up''' x1 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Arcane Magic'''&lt;br /&gt;
**''Linked Modules: Firestorm, Frost Nova, Lightning, Dark Sacrifice, Gravitational Impact.''&lt;br /&gt;
**Increases spell damage and duration with combat experience and module tier.&lt;br /&gt;
**Adds '''Firestorm''' x6, '''Frost Nova''' x4, '''Lightning''' x2, and '''Void Breaker''' x2 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Flying Cubes'''&lt;br /&gt;
**''Linked Modules: Air Focus, Air Impetus, Hurricane, Stream of Life, Whirlwind Aura.''&lt;br /&gt;
**Increases flying unit damage and health with combat experience and module tier.&lt;br /&gt;
**Adds '''Flying''' x4, '''Flying Tank''' x2, and '''Speed Up''' x1 to the deck.&lt;br /&gt;
&lt;br /&gt;
*'''Wards'''&lt;br /&gt;
**''Linked Modules: Dryness Aura, Adaptive Regeneration, Fiery Aura, Magical Protection, Advanced Shield.''&lt;br /&gt;
**Increases ward damage, health, healing and duration with combat experience and module tier.&lt;br /&gt;
**Adds '''Toxic Ward''' x2, '''Heal Ward''' x2, and '''Dummy Ward''' x2 to the deck.&lt;br /&gt;
&lt;br /&gt;
====Boss Abilities====&lt;br /&gt;
*Tier 2: Adds 2 turrets near the track to attack units, increasing by 1 for every new Ability Tier below (max. 6).&lt;br /&gt;
*Tier 3: Dodecai can now spawn Tanks and spawn barriers that damage ground units that pass through them.&lt;br /&gt;
*Tier 5: Dodecai can now spawn flying units and cast '''Speed Up''' (during daytime) and '''Frost Nova''' (during nighttime).&lt;br /&gt;
*Tier 8: Dodecai can now spawn mage units that both remove 1 energy regen each and increases the cost of spells, wards, and units in your hand while they are alive, and can cast a snaking line of cubes that will directly attack the tower after a short period of time.&lt;br /&gt;
*Tier 13: Dodecai will disrupt your hand and/or deck in a number of ways every 2 minutes, the interval decreasing every tier up to 21. The disruptions include removing the hand, replacing it with turtles, locking a card in your hand, and adding the cards of '''Thorns''', '''Void''', and '''Random'''.&lt;br /&gt;
*Tier 21: Dodecai will copy every 5th card you play. He will also use '''Void Breaker''' every few minutes after you damage him. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
&lt;br /&gt;
*'''Dice Of Fate:''' 10% chance to drop on victory +1% chance on every victory.&lt;br /&gt;
*'''Necronomicon:''' 5% chance to drop on victory. +1% chance on every victory&lt;br /&gt;
&lt;br /&gt;
====Achievements====&lt;br /&gt;
&lt;br /&gt;
*'''Born Under A Lucky Star:''' Defeat Dodecai without discarding any cards.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Final Boss===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;'''WARNING, MAJOR SPOILER BELOW'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Thorus&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Unlike other Bosses, which need only an Military Tier requirement, Thorus, in addition to needing MT15, needs to have all Infinity Stones active on a special toggle perk at the bottom of infinity perk list (This is not required after the first defeat).&lt;br /&gt;
This boss currently only has 1 tier&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Info&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It calls itself Thorus...&lt;br /&gt;
Maybe this wasn't such a good idea after all...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Controls&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Upgrades&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
These are '''required''' to fight the boss, as Thorus is too powerful for Dr. Cubical to let you fight it without insurance.&lt;br /&gt;
*'''Cloud Save Insurance:''' Costs {{cost|1e50|Black}}&lt;br /&gt;
*'''Local Save Insurance:''' Costs {{cost|1e60|Black}}&lt;br /&gt;
*'''Account Insurance:''' Costs {{cost|1e70|Black}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fight Overview&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
The fight can take a very long time, depending on your speed. You casts different spells to buff yourself, weaken boss, or hurt the boss. each spell requires a series of inputs from the arrow keys, and energy.&lt;br /&gt;
Thorus has 5 moves it can do, a neutral attack where he shoots projectiles that deal the same amount of damage as it takes energy to kill them, a universal attack that deals 4x damage and you have a chance to miss the projectiles, an attack where he steals your health energy and shield, an attack where he makes a bubble appear that blurs a part of the screen, or set gravity to normal, and a tier-up attack where he goes up by a tier and deals 2x damage.&lt;br /&gt;
Dr. Cubical drops you different attribute buffs during the fight for shield, hp, and energy. t1 is a flat bonus, t2 makes t1, t3 makes t2, and so on, until t8. you press/hold different keys on your keyboard to obtain these.&lt;br /&gt;
The list of spells is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ Spell List&lt;br /&gt;
|-&lt;br /&gt;
! Category&lt;br /&gt;
! Element&lt;br /&gt;
! Spell&lt;br /&gt;
! Keys&lt;br /&gt;
! Description&lt;br /&gt;
! Energy Cost&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | Protection &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Light &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Blessing &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Heals the tower.&lt;br /&gt;
| 10+3%&lt;br /&gt;
| 10%+50+10*EC&lt;br /&gt;
|-&lt;br /&gt;
| Divinity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Engulfs the tower with a shield that reduces incoming damage down to 1/3rd of the original damage.&lt;br /&gt;
| 750+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Flash &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly cancels the current active boss ability.&lt;br /&gt;
| 250000+12%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Earth &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Earth Shield &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a shield that absorbs a fixed amount of damage before disappearing again.&lt;br /&gt;
| 25+6%&lt;br /&gt;
| 3*EC&lt;br /&gt;
|-&lt;br /&gt;
| Fortify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Raises the maximum amount of hitpoints to the power of 1.1 for 20 seconds.&lt;br /&gt;
| 3000+10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Geosphere &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Guarantees to block the next incoming damage source unless the source is an ability that directly alters hitpoints.&lt;br /&gt;
| 400000+33%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Water &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sprinkler &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Increases the hitpoint, shield and energy regeneration by +1% per second.&lt;br /&gt;
| 25+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Ice Shield &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds the tower with a frozen protection hull that slows an attacker for 5 seconds whenever damage is being taken. Lasts up to 30 seconds.&lt;br /&gt;
| 2750+16%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Blizzard &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Slows everything on the map down except for the tower. Lasts up to 60 seconds.&lt;br /&gt;
| 250000+20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot; | Destruction &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Fire &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fireball &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑→←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires a projectile that deals damage upon arrival.&lt;br /&gt;
| 30+5%&lt;br /&gt;
| 250+1.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←→↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals a high amount of inital damage and then damage per second over the course of the next 4 seconds.&lt;br /&gt;
| 1000+12%&lt;br /&gt;
| Inital: 2000+5*EC&lt;br /&gt;
DoT: 500+2*EC/s&lt;br /&gt;
|-&lt;br /&gt;
| Inferno &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Deals a high amount of damage which increases the lower the hitpoints of the targets are.&lt;br /&gt;
| 500000+9%&lt;br /&gt;
| 100000+15*EC&lt;br /&gt;
Mult: 1000 at 0% enemy HP&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Darkness &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Unholy Blast &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sacrifices 1/3rd of the towers current hitpoints to create a projectile that deals damage equals to the sacrificed amount.&lt;br /&gt;
| 50+4%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Soul Siphon &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→↓←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Start draining life essence from your enemy based on the towers maximum hitpoints in order to heal the tower.&lt;br /&gt;
| 3000+6%&lt;br /&gt;
| 1% of towers max. hp / sec.&lt;br /&gt;
|-&lt;br /&gt;
| Nightmare &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Curses your enemy which deals damage per second and amplifies all damage recieved by your targets by 100%. Lasts up to 30 seconds.&lt;br /&gt;
| 750000+8%&lt;br /&gt;
| 1000+0.2*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Electricity &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| Thundershock &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly deals damage based on the towers current energy after subtracting the cost of this spell.&lt;br /&gt;
| 20+20%&lt;br /&gt;
| 10+0.6*Current Energy&lt;br /&gt;
|-&lt;br /&gt;
| Lightning &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑←⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Instantly deals damage based on the towers maximum shield.&lt;br /&gt;
| 900+25%&lt;br /&gt;
| 10+1.25*Max. Shield&lt;br /&gt;
|-&lt;br /&gt;
| Tesla Surge &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Creates a lightning storm that constantly deals damage based on your current energy. Lasts up to 30 seconds.&lt;br /&gt;
| 300000+30%&lt;br /&gt;
| 10+0.08*Current Energy /s&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Alternation &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Nature &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| Regrowth &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↑→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Boosts the towers health regeneration based on the energy cost of this ability. Lasts up to 30 seconds&lt;br /&gt;
| 20+10%&lt;br /&gt;
| +0.5%*Log&amp;lt;sub&amp;gt;10&amp;lt;/sub&amp;gt;EC&lt;br /&gt;
|-&lt;br /&gt;
| Thorns &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds the tower with spiky veins that damage attackers based on the amount of damage received and the towers current shield. Lasts up to 30 seconds.&lt;br /&gt;
| 1500+25%&lt;br /&gt;
| 50% of incoming damage + 10% of current shield&lt;br /&gt;
|-&lt;br /&gt;
| Seeds &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑→←←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Sprays some life leeching seeds onto your enemy which drain life every 3 seconds and add it to your towers health pool. Can even extend the maximum hp. Lasts for up to 10 intervals.&lt;br /&gt;
| 500000+20%&lt;br /&gt;
| 0.25*EC&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Air &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| Air Burst &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←↓→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a gust of wind that deals little damage upon impact but reduced the damage dealt by the target by 66% for up to 15 seconds.&lt;br /&gt;
| 15+5%&lt;br /&gt;
| 100+0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Tornado &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Surrounds your enemy with a tornado that deals very little damage per second and provides a 20% chance that outgoing attacks from that unit will not damage their target. Lasts up to 30 seconds.&lt;br /&gt;
| 5000+30%&lt;br /&gt;
| 0.08*EC /s&lt;br /&gt;
|-&lt;br /&gt;
| Vacuum &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;→←←↓↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Reduces the towers hitpoint regeneration by 1% of max. hp per second while at the same time multiplying all outgoing damage by 12. Lasts up to 30 seconds.&lt;br /&gt;
| 1000000+35%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Obliteration &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Neutral &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| Gatling &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↑↓↑↓←→←→←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Quickly shoots 16 projectiles with each dealing between 50% and 500% of the default amount of damage.&lt;br /&gt;
| 100+25%&lt;br /&gt;
| 0.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Shockwave &amp;lt;code&amp;gt;←&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;←←→→→↑↑↓↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a quick projectile that deals damage on impact and stuns the target for 3 seconds.&lt;br /&gt;
| 19000+70%&lt;br /&gt;
| 5000+0.75*EC&lt;br /&gt;
|-&lt;br /&gt;
| Amplify &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↑↑↑↑↑↑↑↑↑⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Multiplies the damage of the next spell by 8. Lasts up to 60 seconds before disappearing if no spell is being casted.&lt;br /&gt;
| 1000000+25%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Universal &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| Anti-matter Blast &amp;lt;code&amp;gt;↓&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓↓←↓→↓←→↑↓↓⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a very strong projectile that deals damage on impact and stuns the target for 5 seconds.&lt;br /&gt;
| 400000+45%&lt;br /&gt;
| 30000+10*EC&lt;br /&gt;
|-&lt;br /&gt;
| Cosmic Ray &amp;lt;code&amp;gt;↑&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↑↓←↓←↑↑↓←→→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Fires a ray that deals damage based on the total duration of the fight. It's damage is multiplied by 5% (multiplicatively to itself) for every minute this fight has taken so far.&lt;br /&gt;
| 9000000+55%&lt;br /&gt;
| 50000+22.5*EC&lt;br /&gt;
|-&lt;br /&gt;
| Black Hole &amp;lt;code&amp;gt;→&amp;lt;/code&amp;gt;&lt;br /&gt;
| &amp;lt;code&amp;gt;↓←→↑↓←→↑↓←→⎵&amp;lt;/code&amp;gt;&lt;br /&gt;
| Spawns a very slow blackhole that absorbs enemy projectiles on its way.&lt;br /&gt;
| 50000000+80%&lt;br /&gt;
| 175000+30*EC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Thorus(final)&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Last phase of Thorus, it's a cut-scene pretty much, there is no way to lose it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Info&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Looks like Thorus is attempting to gravitationally pull the earth into a black hole. Is there anything you can do in order to stop it?&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Controls&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Everything&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Upgrades&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Fight Overview&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Your tower can be constructed of all modules that you have. There are 9 types of tower rankings you can get at the end of the fight, empty (equip 0 modules), aggressive (have more offensive (red) modules than any other type), defensive (have more defensive (blue) modules than any other type), useful (have more utility (yellow) modules than any other type), ultimate (have more ultimate (purple) modules than any other type), weird (have more special (gray) modules than any other type), balanced (have two types of modules with the same number of modules), nice (have 69 modules in your tower), and perfect (spoiler).&lt;br /&gt;
Many buildings of the town get &amp;quot;super upgrades&amp;quot; that allow them to help the tower get far better and deal more damage. The factory producers rainbow producers based on how many producers you have, rainbow producers multiply the resources you get every second by an amount. The mine produces rainbow shards based on how deep you have dug, these shards multiply the rainbow producer income. The laboratory uses your experiment progress to multiply damage gained by damage modules. The museum uses your power stone tiers to create a higher tier rainbow tier which multiplies damage like the lab. The shipyard multiplies resources based on sea miles and shipments. The power plant produces sun power based on dyson nodes and other producers, sun power speeds up time except for the timer.&lt;br /&gt;
After the timer ends or you start the final attack you will be taken to a scene where you must charge the attack. You spam keys on the keyboard for one minute to get as much power as possible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Endgame spoilers - Secret achivements and artifacts&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
'''&amp;lt;big&amp;gt;Artifacts&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*'''None Currently''' &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Achievements&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
*'''Final Attack:''' Defeat phase 2 Thorus.&lt;br /&gt;
*'''Pure Heart:''' Revive Dr. Cubical after defeating phase 2 Thorus.&lt;br /&gt;
*'''Perfect Tower:''' Defeat phase 2 Thorus with 100 modules at minimum tier 1000 and with all modules on your bp.&lt;br /&gt;
*'''No Escape:''' While in the revival menu of Dr. Cubical forcibly close the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Jack of All Trades''' - Each unequipped module receives 5% of the total combat experience gained at the end of a fight.&lt;br /&gt;
*'''Public Training''' - Increase the combat experience gained at the end of a fight by 0.1% per Town Level.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Eternal Conflict''' - Refighting Bosses rewards you with 1/10th (rounded down) of the original Exotic Gem reward after winning the fight.&lt;br /&gt;
*'''Cyanotypes''' - Allows you to take one additional boss module into boss fights.&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>Electricicicic</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Exotic_Skills&amp;diff=3148</id>
		<title>Exotic Skills</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Exotic_Skills&amp;diff=3148"/>
		<updated>2023-09-17T13:36:14Z</updated>

		<summary type="html">&lt;p&gt;Electricicicic: fixed spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Exotic skills''' are powerful skills that can be acquired with [[File:Exotic gem.png|20px]] [[Exotic gems|exotic gems]].&lt;br /&gt;
&lt;br /&gt;
==Power Plant==&lt;br /&gt;
&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;
==Mine==&lt;br /&gt;
&lt;br /&gt;
*'''Mineralogy''' - Provides a 0.05% chance that a mined tile turns into an exotic gem.&lt;br /&gt;
*'''Geology''' - Multiplies shard and resource rewards by your current town level and gem rewards by town level^0.15.&lt;br /&gt;
*'''Battle Drills''' - Triples the speed at which new mining layers are generated while tower testing is active and the drill is working. Works for all non-sandbox gamemodes as long as the tower is alive and the round-over-screen is not visible.&lt;br /&gt;
&lt;br /&gt;
==Factory==&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;
==Headquarters==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
==Arcade==&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens''' - Increases your tower's armor and elemental armor by using the metallic properties of your tokens.&lt;br /&gt;
*'''Spiked Tokens''' - Enhances the projectiles of your tower with pointy tokens which in turn increase the total damage output.&lt;br /&gt;
*'''Charged Tokens''' - Charges your tokens and directs them to the tower to increase it's energy and energy regeneration.&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
*'''Fundamentals''' - Removes or reduces the negative prestige effects of the fire, water, nature, and earth experiments. Resetting the prestige tree to respend points still preforms a full prestige with all it's downsides.&lt;br /&gt;
*'''Forces''' - Removes or reduces the negative prestige effects of the electricity, darkness, light, and air experiments. Resetting the prestige tree to respend points still preforms a full prestige with all it's downsides.&lt;br /&gt;
*'''Universal Theorem''' - Removes or reduces the negative prestige effects of the neutral, universal, gems, and exotic experiments. Resetting the prestige tree to respend points still preforms a full prestige with all it's downsides.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
*'''Armored Cargo Bay''' - Applies the shipment bonus to exotic gems at a reduced rate of x^0.2 by reinforcing the bulkheads of all ships.&lt;br /&gt;
&lt;br /&gt;
==Trading Post==&lt;br /&gt;
&lt;br /&gt;
* '''Bargaining''' - Increases the conversion rate by a additional 10%.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
* '''Treasure Map''' - Clicking in the module icon in the top left corner in the region preview displays the drop chances for all remaining modules of the selected region.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
*'''Offshore Market''' - Unlocks the Offshore Market to buy higher tier Power Stones.&lt;br /&gt;
&lt;br /&gt;
==Construction Firm==&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;
==Statue of Cubos==&lt;br /&gt;
*'''Eternal Conflict''' - Refighting Bosses rewards you with 1/10th (rounded down) of the original Exotic Gem reward after winning the fight.&lt;br /&gt;
*'''Cyanotypes''' - Allows you to take one additional boss module into boss fights. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Electricicicic</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Skills_(Upgrade)&amp;diff=3147</id>
		<title>Skills (Upgrade)</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Skills_(Upgrade)&amp;diff=3147"/>
		<updated>2023-09-17T12:47:58Z</updated>

		<summary type="html">&lt;p&gt;Electricicicic: added exotic gem mention&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is the page referring to Skills that are purchased using skill points that increase the capabilities of certain town buildings. To see Skills referring to the module type, please click [[Skills (Module)|here]].''&lt;br /&gt;
&lt;br /&gt;
Skills can be purchased using skill points to enhance or add capability to certain town buildings. Skill points are acquired by leveling up your town level (by starting rounds and killing enemies).&lt;br /&gt;
&lt;br /&gt;
Skills have a more powerful version called [[Exotic Skills]], which can be bought with exotic gems.&lt;br /&gt;
&lt;br /&gt;
==Power Plant==&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;
*'''Shutdown''' - Allows you to cancel boosts anytime. Does not refund any power!&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;
*'''Component Recycling''' - Increases the amount of resources returned from selling components to 50% instead of 25%.&lt;br /&gt;
&lt;br /&gt;
==Mine==&lt;br /&gt;
&lt;br /&gt;
*'''Detector''' - Automatically reveals the content of one covered tile without digging it up every time a new layer is being generated.&lt;br /&gt;
*'''Deep Mining''' - Increases all resource, resource shard and gem rewards by 100%.&lt;br /&gt;
*'''Collapsing Tunnels''' - Installs an automated drill that passively drills 1m/hour (even offline). Each mine tier increases the speed 0.5m/hour.&lt;br /&gt;
*'''Offline Mining''' - Allows the mine to continue producing resource shards while the game is closed at 50% of the original speed.&lt;br /&gt;
*'''Tank Expansion''' - Expands the tankvolume of the drill by 10 for each drillpower or fuel usage upgrade.&lt;br /&gt;
*'''Advanced Drill''' - Increases the drillpower by 10% for each tier of the mine.&lt;br /&gt;
&lt;br /&gt;
==Factory==&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;
==Headquarters==&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;
==Arcade==&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to recieve unique rewards.&lt;br /&gt;
*'''High Stakes''' - Increases the amount of tokens gained from minigames.&lt;br /&gt;
*'''Foretelling''' - Raises the luck factor for all minigames to the power of 1.1.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to manually refresh the rewards of the Lucky Wheel.&lt;br /&gt;
*'''Determination''' - Increase the luck factor in Adventure based on rooms cleared and distance to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Unlocks all rows of Jumble for potential reward combinations.&lt;br /&gt;
&lt;br /&gt;
==Laboratory==&lt;br /&gt;
&lt;br /&gt;
*'''Science Funds''' - Reduces the conversion rate of laboratory resources by 1 per 5 experiment prestiges. The total sum of all prestige counts is used to calculate the resduction.&lt;br /&gt;
&lt;br /&gt;
==Shipyard==&lt;br /&gt;
&lt;br /&gt;
*'''Sturdy Decks''' - Reduces the effects of bad weather by 50%&lt;br /&gt;
*'''Precious Freight''' - Applies the shipment bonus to regular gems at a reduced rate of x^0.5.&lt;br /&gt;
*'''Advanced Navigation''' - By taking longer shortcuts each shipment will yield more sea miles. &lt;br /&gt;
**Raises the seamile multiplier to the power of 1.2 for all shipments that take longer than 5 minutes total&lt;br /&gt;
&lt;br /&gt;
==Trading Post==&lt;br /&gt;
&lt;br /&gt;
*'''Super Trades'''- Provides a 10% chance that a super trade will appear instead of a regular trade which rewards twice as many crates. A super trade is indicated via a green arrow.&lt;br /&gt;
*'''Trading Archives''' - Unlocks the ability to keep specific offers which are then not removed when the countdown for new trading offers triggers.&lt;br /&gt;
*'''Accounting''' - Increases the maximum amount of available trade offers by 2.&lt;br /&gt;
*'''More Crates''' - Crate amount rewarded from offers is 25% higher.&lt;br /&gt;
*'''Merchant''' - Increases the base conversion factor from 10% to 20%.&lt;br /&gt;
&lt;br /&gt;
==Workshop==&lt;br /&gt;
&lt;br /&gt;
*'''Analysis''' - Doubles the chance to randomly unlock new modules.&lt;br /&gt;
*'''Recycling''' - Reduces the conversion rate of workshop points by 1 for each tier of the workshop.&lt;br /&gt;
*'''Synergy''' - Increases the total damage output of the tower by 1% for each offensive module inside your blueprint (additive to itself, multiplicative to other factors).&lt;br /&gt;
*'''Engineering''' - Increases the blueprint size per workshop tier from 3 to 4.&lt;br /&gt;
*'''Reforge''' - Increases the total damage resistance of the tower against any incoming damage type by 1% for each defensive module inside your blueprint (additive to itself).&lt;br /&gt;
*'''Examination''' - Unlocks more detailed region information for the selected gamemode and difficulty. To open the detail screen click on the highscore while having a gamemode and difficulty selected.&lt;br /&gt;
&lt;br /&gt;
==Museum==&lt;br /&gt;
&lt;br /&gt;
*'''Faster Research''' - Decreases the research time of all artifacts by 10% for each tier of the museum. Unlocks instant research with gems. &lt;br /&gt;
*'''Primordial Power''' - Increases Power Stone resource boost by 1% * total Power Stone tier inside the loadout instead of 1% per Power Stone. &lt;br /&gt;
*'''Quick Combine''' - Automatically use highest tier power stones from inventory when combination slots are empty.&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;
&lt;br /&gt;
==Construction Firm==&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 the ability to boost the current production by around 4% / sec. of the total time consuming 2.5 Gems / sec. until you stop.&lt;br /&gt;
*'''Efficiency''' - Decreases the conversion rate from 60 to 40.&lt;br /&gt;
&lt;br /&gt;
==Statue of Cubos==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Electricicicic</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3109</id>
		<title>Experiment: Universal</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3109"/>
		<updated>2023-09-01T15:33:26Z</updated>

		<summary type="html">&lt;p&gt;Electricicicic: prestige&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UniversalExperiment.png|thumb|The Universal Experiment]]&lt;br /&gt;
[[File:Experiment Universal icon.png|left]]&lt;br /&gt;
The '''Universal experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 5.&lt;br /&gt;
&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a ball.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
The gravity grid has many icons that interact with the ball, and is able to be altered, with increasing costs for each alteration. Recreating the board resets the alteration cost and creates a new gravity grid. Click the launch button at the bottom left starts the simulation, the particle starts to move along the grid guided by arrows and other components. If the particle move outside of the grid then the simulation will stop Instantly. Recreate button generate a random grid (with only normal, and gravitation orbs.)&lt;br /&gt;
&lt;br /&gt;
===Components===&lt;br /&gt;
Icons that have different effects on the ball. Click one to activate, then clicking icons on the gravity board changes the icons to the currently selected component. The components available are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''Normal''': Sends the ball in the direction pointed. Disappears after one use.&lt;br /&gt;
*'''Gravup''': Increases gravity of the ball.&lt;br /&gt;
*'''Gravdown''': Decreases gravity of the ball.&lt;br /&gt;
*'''Infinite''': Sends the ball in the direction pointed. Stays forever. Only can be placed 1 maximum at the same time&lt;br /&gt;
*'''3 times''': Sends the ball in the direction pointed. Lasts for 3 uses.&lt;br /&gt;
*'''Rotating''': Sends the ball in the direction pointed and rotate its direction clockwise after each uses. Can only be placed 3 maximum at the same time. Rotation stays even after resetted&lt;br /&gt;
*'''Refresh''': Resets the component (used component can be used again, Rotating component won't reset direction). Maximum 1 can be placed at the same time. Unlocked after choosing this from prestige&lt;br /&gt;
*'''Reflect''': Reflects the particle (the particle will bounce back on vertical and horizontal position, and will bounce to the left on diagonal position.) Lasts for 2 uses. Unlocked after choosing this from prestige&lt;br /&gt;
*'''5 Times''': Sends the ball in the direction pointed. Lasts for 5 uses. Maximum 4 of this component can be placed at the same time. Unlocked after choosing this from prestige&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Actions are used to modify the existing components&lt;br /&gt;
&lt;br /&gt;
*'''Rotate''': Rotated a component on the grid clockwise&lt;br /&gt;
*'''Rotate (CCW)''': Rotate a component on the grid counter-clockwise&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets the gravity grid but keeps records.&lt;br /&gt;
Improvement: Unlocks a black orb that inverts the current gravity value of the gravity orb whenever it passes over it.&lt;br /&gt;
Improvement: Unlocks a component that reflects the gravity orb 90° clockwise if the entry point is a corner or 180° if it enters any other side. It can reflect up to two times before becoming inactive.&lt;br /&gt;
Improvement: Unlocks a purple orb that refreshes the entire grid except itself when the gravity orb enters it.&lt;br /&gt;
Improvement: Unlcoks an arrow component that can be placed up to 4 times and redirects the gravity orb into the direction it points for up to 5 times before becoming inactive.&lt;br /&gt;
Improvement: Unlocks two arrows that only redirect the orb if the gravity value of it is either positive or negative, depending on the [sic] arrows color. Also increases or decreases the gravity value if the orb is being redirected.&lt;br /&gt;
Improvement: Increases the effectiveness of red and blue gravity fields by 5%. (/45)&lt;br /&gt;
Improvement: Increases the maximum jumps the gravity orb can perform by 10.&lt;br /&gt;
Increases to unlimited jumps after reaching the maximum level of this improvement. (/10)&lt;br /&gt;
Improvement: Reduces the cost of altering the gravity grid by 10%. (/40)&lt;br /&gt;
===Tips===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;1. Make a grid consisting of a line of orbs at the bottom and an arrow pointing back to where you started. &lt;br /&gt;
&amp;lt;br&amp;gt;2. Put your first prestige points into maximum jumps to help you reach greater gravities.&lt;br /&gt;
&amp;lt;br&amp;gt;3. Use a setup below.&lt;br /&gt;
&lt;br /&gt;
===Optimal solution===&lt;br /&gt;
Best solution currently known is 547 Positive, 543 Negative. Negative board requires near-max prestige, use old layout instead of short on prestiges.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{collapsible|Solution|&lt;br /&gt;
[[File:Universal experiment positive.png|thumb|Best layout for positive, credit to TigTig for the solution]]&lt;br /&gt;
[[File:Universal experiment negative.png|thumb|Best layout for negative, credit to TigTig for the solution]]&lt;br /&gt;
[[File:Universal_best_solution.png|thumb|Old negative solution, use if low on prestiges]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gravity!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!1.5 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Universal Attack&lt;br /&gt;
|-&lt;br /&gt;
!1.8 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Emergency Critical&lt;br /&gt;
|-&lt;br /&gt;
!-0.5 G&lt;br /&gt;
|{{Module|Ultimate|size=30px}} Universal Shield&lt;br /&gt;
|-&lt;br /&gt;
!-1.75 G&lt;br /&gt;
|{{Module|Defensive|size=30px}} Temporal Barrier&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 31.1G)&lt;br /&gt;
| +% Universal damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. -11.08G)&lt;br /&gt;
| +% Universal resistance (Max. 99%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Electricicicic</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3108</id>
		<title>Experiment: Universal</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Universal&amp;diff=3108"/>
		<updated>2023-09-01T15:22:42Z</updated>

		<summary type="html">&lt;p&gt;Electricicicic: updated prestige requirements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UniversalExperiment.png|thumb|The Universal Experiment]]&lt;br /&gt;
[[File:Experiment Universal icon.png|left]]&lt;br /&gt;
The '''Universal experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 5.&lt;br /&gt;
&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a ball.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
The gravity grid has many icons that interact with the ball, and is able to be altered, with increasing costs for each alteration. Recreating the board resets the alteration cost and creates a new gravity grid. Click the launch button at the bottom left starts the simulation, the particle starts to move along the grid guided by arrows and other components. If the particle move outside of the grid then the simulation will stop Instantly. Recreate button generate a random grid (with only normal, and gravitation orbs.)&lt;br /&gt;
&lt;br /&gt;
===Components===&lt;br /&gt;
Icons that have different effects on the ball. Click one to activate, then clicking icons on the gravity board changes the icons to the currently selected component. The components available are as follows:&lt;br /&gt;
&lt;br /&gt;
*'''Normal''': Sends the ball in the direction pointed. Disappears after one use.&lt;br /&gt;
*'''Gravup''': Increases gravity of the ball.&lt;br /&gt;
*'''Gravdown''': Decreases gravity of the ball.&lt;br /&gt;
*'''Infinite''': Sends the ball in the direction pointed. Stays forever. Only can be placed 1 maximum at the same time&lt;br /&gt;
*'''3 times''': Sends the ball in the direction pointed. Lasts for 3 uses.&lt;br /&gt;
*'''Rotating''': Sends the ball in the direction pointed and rotate its direction clockwise after each uses. Can only be placed 3 maximum at the same time. Rotation stays even after resetted&lt;br /&gt;
*'''Refresh''': Resets the component (used component can be used again, Rotating component won't reset direction). Maximum 1 can be placed at the same time. Unlocked after choosing this from prestige&lt;br /&gt;
*'''Reflect''': Reflects the particle (the particle will bounce back on vertical and horizontal position, and will bounce to the left on diagonal position.) Lasts for 2 uses. Unlocked after choosing this from prestige&lt;br /&gt;
*'''5 Times''': Sends the ball in the direction pointed. Lasts for 5 uses. Maximum 4 of this component can be placed at the same time. Unlocked after choosing this from prestige&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Actions are used to modify the existing components&lt;br /&gt;
&lt;br /&gt;
*'''Rotate''': Rotated a component on the grid clockwise&lt;br /&gt;
*'''Rotate (CCW)''': Rotate a component on the grid counter-clockwise&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets the gravity grid but keeps records.&lt;br /&gt;
Improvement: Unlocks a black orb that inverts the current gravity value of the gravity orb whenever it passes over it.&lt;br /&gt;
Improvement:&lt;br /&gt;
Improvement:&lt;br /&gt;
Improvement:&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
&amp;lt;br&amp;gt;1. Make a grid consisting of a line of orbs at the bottom and an arrow pointing back to where you started. &lt;br /&gt;
&amp;lt;br&amp;gt;2. Prestige and get the gray orb (middle left) and then run the ball into that&lt;br /&gt;
&amp;lt;br&amp;gt;3. Prestige some more and get ten points into the bottom middle upgrade. Put the rest of your points wherever&lt;br /&gt;
&amp;lt;br&amp;gt;4. Use a setup below&lt;br /&gt;
&lt;br /&gt;
===Optimal solution===&lt;br /&gt;
Best solution currently known is 547 Positive, 543 Negative. Negative board requires near-max prestige, use old layout instead of short on prestiges.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{collapsible|Solution|&lt;br /&gt;
[[File:Universal experiment positive.png|thumb|Best layout for positive, credit to TigTig for the solution]]&lt;br /&gt;
[[File:Universal experiment negative.png|thumb|Best layout for negative, credit to TigTig for the solution]]&lt;br /&gt;
[[File:Universal_best_solution.png|thumb|Old negative solution, use if low on prestiges]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gravity!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!1.5 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Universal Attack&lt;br /&gt;
|-&lt;br /&gt;
!1.8 G&lt;br /&gt;
|{{Module|Offensive|size=30px}} Emergency Critical&lt;br /&gt;
|-&lt;br /&gt;
!-0.5 G&lt;br /&gt;
|{{Module|Ultimate|size=30px}} Universal Shield&lt;br /&gt;
|-&lt;br /&gt;
!-1.75 G&lt;br /&gt;
|{{Module|Defensive|size=30px}} Temporal Barrier&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. 31.1G)&lt;br /&gt;
| +% Universal damage (Max. 200%)&lt;br /&gt;
|-&lt;br /&gt;
!Varies (Max. -11.08G)&lt;br /&gt;
| +% Universal resistance (Max. 99%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Electricicicic</name></author>
		
	</entry>
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