<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Exe+boss</id>
	<title>The Perfect Tower II - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Exe+boss"/>
	<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/Special:Contributions/Exe_boss"/>
	<updated>2026-05-04T19:40:48Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.1</generator>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory/Recipes/Crafting&amp;diff=4124</id>
		<title>Factory/Recipes/Crafting</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory/Recipes/Crafting&amp;diff=4124"/>
		<updated>2026-04-21T13:03:57Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: /* Producers */ Add recipes for /*Special Producers*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factory crafting recipes&lt;br /&gt;
=== Producers ===&lt;br /&gt;
==== T1 Producers ====&lt;br /&gt;
{{Crafting&lt;br /&gt;
| A1 = Screw T1	| B1 = Plate T1&lt;br /&gt;
| A2 = Plate T1	| B2 = Screw T1&lt;br /&gt;
| Output = Producer (Town) T1&lt;br /&gt;
| head = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Crafting&lt;br /&gt;
| A1 = Wire T1  	| B1 = Screw T2&lt;br /&gt;
| A2 = Basic Chip	| B2 = Basic Chip&lt;br /&gt;
| A3 = Plate T2 	| B3 = Plate T2&lt;br /&gt;
| Output = Producer (Factory) T1&lt;br /&gt;
| continue = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Crafting&lt;br /&gt;
| A1 = Screw T2 	| B1 = Screw T2&lt;br /&gt;
| A2 = Basic Chip	| B2 = Plate T2&lt;br /&gt;
| A3 = Wire T1  	| B3 = Wire T1&lt;br /&gt;
| Output = Producer (Mine) T1&lt;br /&gt;
| continue = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Crafting&lt;br /&gt;
| A1 = Wire T1	| B1 = Wire T1&lt;br /&gt;
| A2 = Plate T2	| B2 = Basic Chip&lt;br /&gt;
| A3 = Wire T1	| B3 = Wire T1&lt;br /&gt;
| Output = Producer (Workshop) T1&lt;br /&gt;
| continue = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Crafting&lt;br /&gt;
| A1 = Rod T2	| B1 = Rod T2   	| C1 = Rod T2&lt;br /&gt;
| A2 = Plate T2	| B2 = Basic Chip	| C2 = Plate T2&lt;br /&gt;
| Output = Producer (Construction Firm) T1&lt;br /&gt;
| continue = 1&lt;br /&gt;
| foot = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==== Special Producers ====&lt;br /&gt;
{{Crafting&lt;br /&gt;
| A1 = Quantum Chip	| B1 = Nano Chip    	| C1 = Quantum Chip 	| D1 = Nano Chip    	| E1 = Quantum Chip 	| F1 = Nano Chip        	| G1 = Quantum Chip 	| H1 = Nano Chip&lt;br /&gt;
| A2 = Nano Chip	| B2 = Ins. Cable [T10]	| C2 = Dense Block [T1]	| D2 = Dense Block [T2]	| E2 = Dense Block [T3]	| F2 = Dense Block [T4] 	| G2 = Dense Block [T5]	| H2 = Quantum Chip&lt;br /&gt;
| A3 = Quantum Chip	| B3 = Dense Block [T6]	| C3 = Dense Block [T7]	| D3 = Dense Block [T8]	| E3 = Dense Block [T9]	| F3 = Dense Block [T10]	| G3 = Ins. Cable [T10]	| H3 = Nano Chip&lt;br /&gt;
| A4 = Nano Chip	| B4 = Quantum Chip 	| C4 = Nano Chip    	| D4 = Quantum Chip 	| E4 = Nano Chip    	| F4 = Quantum Chip     	| G4 = Nano Chip    	| H4 = Quantum Chip&lt;br /&gt;
| Output = Producer (Gems)&lt;br /&gt;
| cost = 2e11&lt;br /&gt;
| head = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Crafting&lt;br /&gt;
| A1 = Quantum Chip     	| B1 = Dense Block [T10]	| C1 = Quantum Chip     	| D1 = Dense Block [T10]	| E1 = Quantum Chip     	| F1 = Dense Block [T10]	| G1 = Quantum Chip     	| H1 = Dense Block [T10]&lt;br /&gt;
| A2 = Dense Block [T10]	| B2 = Ins. Cable [T10] 	| C2 = Oven [T10]       	| D2 = Assembly [T10]   	| E2 = Refiner [T10]    	| F2 = Crusher [T10]    	| G2 = Cutter [T10]     	| H2 = Quantum Chip&lt;br /&gt;
| A3 = Quantum Chip     	| B3 = Presser [T10]    	| C3 = Mixer [T10]      	| D3 = Belt [T10]       	| E3 = Shaper [T10]     	| F3 = Boiler [T10]     	| G3 = Ins. Cable [T10] 	| H3 = Dense Block [T10]&lt;br /&gt;
| A4 = Dense Block [T10]	| B4 = Quantum Chip     	| C4 = Dense Block [T10]	| D4 = Quantum Chip     	| E4 = Dense Block [T10]	| F4 = Quantum Chip     	| G4 = Dense Block [T10]	| H4 = Quantum Chip&lt;br /&gt;
| Output = Producer (Exotic)&lt;br /&gt;
| cost = 1e14&lt;br /&gt;
| continue = 1&lt;br /&gt;
| foot = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:UI&amp;diff=4123</id>
		<title>Module:UI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:UI&amp;diff=4123"/>
		<updated>2026-04-21T12:48:40Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Add inline styles (workaround until this Wiki gets Extension:TemplateStyles); remove `pixel‑image` class from the root node&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Used to render Factory UIs&lt;br /&gt;
-- Inspired by Minecraft Wiki's [[Module:UI]]&lt;br /&gt;
require(&amp;quot;Module:No globals&amp;quot;);&lt;br /&gt;
local checkTypeMulti = require(&amp;quot;libraryUtil&amp;quot;).checkTypeMulti;&lt;br /&gt;
--- @type fun(args: table): MwHtml&lt;br /&gt;
local slot = require(&amp;quot;Module:Factory slot&amp;quot;).slot;&lt;br /&gt;
&lt;br /&gt;
-- Workaround until this Wiki gets [[mw:Extension:TemplateStyles]]&lt;br /&gt;
local styles = {&lt;br /&gt;
[&amp;quot;.factoryui&amp;quot;] = [[&lt;br /&gt;
	display: block;&lt;br /&gt;
	background-color: #CF3F3F;&lt;br /&gt;
	color: #FFF;&lt;br /&gt;
	padding: 1em;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryui-row&amp;quot;] = [[&lt;br /&gt;
	display: flex;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryui-crafting .factoryui-input&amp;quot;] = [[&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: column;&lt;br /&gt;
	line-height: 0;&lt;br /&gt;
	margin-bottom: 1.5em;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryui-crafting .factoryui-output&amp;quot;] = [[&lt;br /&gt;
	display: flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryui-crafting .factoryui-cost&amp;quot;] = [[&lt;br /&gt;
	margin-left: 1.5em;&lt;br /&gt;
]],&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
local p = {};&lt;br /&gt;
&lt;br /&gt;
-- Columns for Crafting grids&lt;br /&gt;
local COLUMNS = { &amp;quot;A&amp;quot;, &amp;quot;B&amp;quot;, &amp;quot;C&amp;quot;, &amp;quot;D&amp;quot;, &amp;quot;E&amp;quot;, &amp;quot;F&amp;quot;, &amp;quot;G&amp;quot;, &amp;quot;H&amp;quot; }&lt;br /&gt;
&lt;br /&gt;
--- Creates a Factory UI slot from the arguments named by `name`,&lt;br /&gt;
--- `(name or prefix) .. &amp;quot;link&amp;quot;`, and `(name or prefix) .. &amp;quot;title&amp;quot;`&lt;br /&gt;
---&lt;br /&gt;
--- @param args table&lt;br /&gt;
--- @param name string&lt;br /&gt;
--- @param prefix? string&lt;br /&gt;
--- @param class? string&lt;br /&gt;
--- @param default? string&lt;br /&gt;
local function createSlot(args, name, prefix, class, default)&lt;br /&gt;
	return slot{&lt;br /&gt;
		args[name],&lt;br /&gt;
		link	= args[(prefix or name) .. &amp;quot;link&amp;quot;],&lt;br /&gt;
		title	= args[(prefix or name) .. &amp;quot;title&amp;quot;],&lt;br /&gt;
		class	= class,&lt;br /&gt;
		default	= default,&lt;br /&gt;
	};&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- @param amount number Non-negative double precision float&lt;br /&gt;
local function implFormatDoubleInteger(amount)&lt;br /&gt;
	if (amount &amp;gt;= math.huge) then&lt;br /&gt;
		return &amp;quot;∞&amp;quot;;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	amount = math.floor(amount);&lt;br /&gt;
	if (amount &amp;lt; 1e6) then&lt;br /&gt;
		-- less than a million&lt;br /&gt;
		return tostring(amount);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local exp = 3;&lt;br /&gt;
	while true do&lt;br /&gt;
		exp = exp + 3;&lt;br /&gt;
		amount = math.floor(amount / 1e3 + 0.5);&lt;br /&gt;
&lt;br /&gt;
		if (amount &amp;lt; 1e6) then&lt;br /&gt;
			--- @type string, string&lt;br /&gt;
			local result, b = tostring(amount):match(&amp;quot;^(%d-%d)(%d%d%d)$&amp;quot;);&lt;br /&gt;
			b = b:gsub(&amp;quot;0+$&amp;quot;, &amp;quot;&amp;quot;);&lt;br /&gt;
			if (b ~= &amp;quot;&amp;quot;) then&lt;br /&gt;
				result = result .. &amp;quot;.&amp;quot; .. b;&lt;br /&gt;
			end&lt;br /&gt;
			result = result .. &amp;quot;e&amp;quot; .. exp;&lt;br /&gt;
			return result;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Formats a non-negative double precision integer value&lt;br /&gt;
---&lt;br /&gt;
--- @param amount string|number&lt;br /&gt;
--- @param nonNegative? boolean&lt;br /&gt;
--- @return string|nil&lt;br /&gt;
function p.formatDoubleInteger(amount, nonNegative)&lt;br /&gt;
	checkTypeMulti('&amp;quot;Module:UI&amp;quot;.formatDoubleInteger', 1, amount, { &amp;quot;string&amp;quot;, &amp;quot;number&amp;quot; });&lt;br /&gt;
	amount = tonumber(amount);&lt;br /&gt;
	if (amount == nil or amount ~= amount) then&lt;br /&gt;
		return mw.text.tag(&amp;quot;strong&amp;quot;, { class=&amp;quot;error&amp;quot; }, &amp;quot;NaN&amp;quot;);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	if (nonNegative and amount &amp;lt; 0) then&lt;br /&gt;
		amount = 0;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local result = implFormatDoubleInteger(math.abs(amount));&lt;br /&gt;
	if (amount &amp;lt; 0) then&lt;br /&gt;
		result = &amp;quot;-&amp;quot; .. result;&lt;br /&gt;
	end&lt;br /&gt;
	return result;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--- Crafting grid (size scales with Factory tier)&lt;br /&gt;
---&lt;br /&gt;
--- @param args table&lt;br /&gt;
function p.crafting(args)&lt;br /&gt;
	--- @type integer, integer&lt;br /&gt;
	local minRow, maxRow = math.huge, -math.huge;&lt;br /&gt;
&lt;br /&gt;
	--- @type integer, integer&lt;br /&gt;
	local minCol, maxCol = math.huge, -math.huge;&lt;br /&gt;
&lt;br /&gt;
	for row = 1, 4 do&lt;br /&gt;
		for col = 1, 8 do&lt;br /&gt;
			local name = COLUMNS[col] .. row;&lt;br /&gt;
			if ((args[name] or &amp;quot;&amp;quot;) ~= &amp;quot;&amp;quot;) then&lt;br /&gt;
				minRow = math.min(minRow, row);&lt;br /&gt;
				maxRow = math.max(maxRow, row);&lt;br /&gt;
&lt;br /&gt;
				minCol = math.min(minCol, col);&lt;br /&gt;
				maxCol = math.max(maxCol, col);&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local unlockedRows = maxRow - minRow + 1;&lt;br /&gt;
	local unlockedCols = maxCol - minCol + 1;&lt;br /&gt;
&lt;br /&gt;
	-- Minimum crafting grid size is 2×2&lt;br /&gt;
	if (unlockedRows &amp;lt; 2) then&lt;br /&gt;
		unlockedRows = 2;&lt;br /&gt;
	end&lt;br /&gt;
	if (unlockedCols &amp;lt; 2) then&lt;br /&gt;
		unlockedCols = 2;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local root = mw.html.create(&amp;quot;div&amp;quot;)&lt;br /&gt;
		:addClass(&amp;quot;factoryui factoryui-crafting&amp;quot;)&lt;br /&gt;
		:cssText(styles[&amp;quot;.factoryui&amp;quot;]);&lt;br /&gt;
&lt;br /&gt;
	-- Input grid&lt;br /&gt;
	do&lt;br /&gt;
		local input = root:tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
			:addClass(&amp;quot;factoryui-input&amp;quot;)&lt;br /&gt;
			:cssText(styles[&amp;quot;.factoryui-crafting .factoryui-input&amp;quot;]);&lt;br /&gt;
&lt;br /&gt;
		local rows = 0;&lt;br /&gt;
		for row = minRow, maxRow do&lt;br /&gt;
			rows = rows + 1;&lt;br /&gt;
			local rowHtml = input:tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
				:addClass(&amp;quot;factoryui-row&amp;quot;)&lt;br /&gt;
				:cssText(styles[&amp;quot;.factoryui-row&amp;quot;]);&lt;br /&gt;
&lt;br /&gt;
			local cols = 0;&lt;br /&gt;
			for col = minCol, maxCol do&lt;br /&gt;
				cols = cols + 1;&lt;br /&gt;
&lt;br /&gt;
				local name = COLUMNS[col] .. row;&lt;br /&gt;
				rowHtml:node(createSlot(args, name));&lt;br /&gt;
			end&lt;br /&gt;
&lt;br /&gt;
			while cols &amp;lt; unlockedCols do&lt;br /&gt;
				cols = cols + 1;&lt;br /&gt;
				rowHtml:node(slot{});&lt;br /&gt;
			end&lt;br /&gt;
&lt;br /&gt;
			while cols &amp;lt; 8 do&lt;br /&gt;
				cols = cols + 1;&lt;br /&gt;
				rowHtml:node(slot{ class = &amp;quot;locked&amp;quot; });&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		while rows &amp;lt; unlockedRows do&lt;br /&gt;
			rows = rows + 1;&lt;br /&gt;
&lt;br /&gt;
			local rowHtml = input:tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
				:addClass(&amp;quot;factoryui-row&amp;quot;)&lt;br /&gt;
				:cssText(styles[&amp;quot;.factoryui-row&amp;quot;]);&lt;br /&gt;
&lt;br /&gt;
			for _ = 1, unlockedCols do&lt;br /&gt;
				rowHtml:node(slot{});&lt;br /&gt;
			end&lt;br /&gt;
			for _ = unlockedCols + 1, 8 do&lt;br /&gt;
				rowHtml:node(slot{ class = &amp;quot;locked&amp;quot; });&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		while rows &amp;lt; 4 do&lt;br /&gt;
			rows = rows + 1;&lt;br /&gt;
			local rowHtml = input:tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
				:addClass(&amp;quot;factoryui-row locked&amp;quot;)&lt;br /&gt;
				:cssText(styles[&amp;quot;.factoryui-row&amp;quot;]);&lt;br /&gt;
&lt;br /&gt;
			for _ = 1, 8 do&lt;br /&gt;
				rowHtml:node(slot{ class = &amp;quot;locked&amp;quot; });&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	-- Output slot and Resource cost&lt;br /&gt;
	do&lt;br /&gt;
		local output = root:tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
			:addClass(&amp;quot;factoryui-output&amp;quot;)&lt;br /&gt;
			:cssText(styles[&amp;quot;.factoryui-crafting .factoryui-output&amp;quot;]);&lt;br /&gt;
&lt;br /&gt;
		output:node(createSlot(args, &amp;quot;Output&amp;quot;, &amp;quot;O&amp;quot;, &amp;quot;factoryslot-large&amp;quot;));&lt;br /&gt;
&lt;br /&gt;
		output:tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
			:addClass(&amp;quot;factoryui-cost&amp;quot;)&lt;br /&gt;
			:cssText(styles[&amp;quot;.factoryui-crafting .factoryui-cost&amp;quot;])&lt;br /&gt;
			:wikitext(&lt;br /&gt;
				p.formatDoubleInteger(args.cost or 0),&lt;br /&gt;
				&amp;quot; [[File:Red resource.png|x25px|link=]]&amp;quot;&lt;br /&gt;
			)&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return root;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:Factory_slot&amp;diff=4122</id>
		<title>Module:Factory slot</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:Factory_slot&amp;diff=4122"/>
		<updated>2026-04-21T12:39:58Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Use Module:CSSUtil to add inline styles (workaround until this Wiki gets Extension:TemplateStyles)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Used to render Factory inventory slots&lt;br /&gt;
-- Inspired by and partially based on Minecraft Wiki's [[Module:Inventory slot]]&lt;br /&gt;
require(&amp;quot;Module:No globals&amp;quot;);&lt;br /&gt;
local checkType = require(&amp;quot;libraryUtil&amp;quot;).checkType;&lt;br /&gt;
local CSS = require(&amp;quot;Module:CSSUtil&amp;quot;);&lt;br /&gt;
local ustr = mw.ustring;&lt;br /&gt;
local INFINITY = &amp;quot;∞&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
-- Workaround until this wiki gets TemplateStyles&lt;br /&gt;
local styles = {&lt;br /&gt;
[&amp;quot;.factoryslot&amp;quot;] = [[&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: rgba(255, 255, 255, 0.4);&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	padding: 8px;&lt;br /&gt;
	margin: -1px;&lt;br /&gt;
	line-height: 1;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryslot.locked&amp;quot;] = [[&lt;br /&gt;
	background-color: #333;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryslot.factoryslot-large&amp;quot;] = [[&lt;br /&gt;
	padding: 12px;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryslot-item&amp;quot;] = [[&lt;br /&gt;
	display: block;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	margin: -4px;&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryslot-item-image&amp;quot;] = [[&lt;br /&gt;
	image-rendering: crisp-edges;&lt;br /&gt;
	image-rendering: pixelated;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryslot-item .factoryslot-stacksize&amp;quot;] = [[&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	bottom: 0;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	white-space: nowrap;&lt;br /&gt;
	font-family: sans-serif !important;&lt;br /&gt;
	font-style: normal !important;&lt;br /&gt;
]],&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
local p = {};&lt;br /&gt;
&lt;br /&gt;
--- Formats the item stack count&lt;br /&gt;
--- @param count integer&lt;br /&gt;
--- @return string|nil&lt;br /&gt;
function p.formatCount(count)&lt;br /&gt;
	checkType('&amp;quot;Module:Factory slot&amp;quot;.formatCount', 1, count, &amp;quot;number&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	count = math.floor(count);&lt;br /&gt;
	if (count &amp;gt;= 1e18) then&lt;br /&gt;
		return INFINITY;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	if (count &amp;lt; 2) then&lt;br /&gt;
		return nil;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	if (count &amp;lt; 1e6) then&lt;br /&gt;
		-- less than a million&lt;br /&gt;
		return tostring(count);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local exp = 3;&lt;br /&gt;
	while true do&lt;br /&gt;
		exp = exp + 3;&lt;br /&gt;
		count = math.floor(count / 1e3 + 0.5);&lt;br /&gt;
&lt;br /&gt;
		if (count &amp;lt; 1e6 or exp == 15) then&lt;br /&gt;
			--- @type string, string&lt;br /&gt;
			local result, b = tostring(count):match(&amp;quot;^(%d-%d)(%d%d%d)$&amp;quot;);&lt;br /&gt;
			b = b:gsub(&amp;quot;0+$&amp;quot;, &amp;quot;&amp;quot;);&lt;br /&gt;
			if (b ~= &amp;quot;&amp;quot;) then&lt;br /&gt;
				result = result .. &amp;quot;.&amp;quot; .. b;&lt;br /&gt;
			end&lt;br /&gt;
			result = result .. &amp;quot;e&amp;quot; .. exp;&lt;br /&gt;
			return result;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- @class ItemStack&lt;br /&gt;
--- @field name string&lt;br /&gt;
--- @field count? number&lt;br /&gt;
&lt;br /&gt;
--- Creates the actual HTML node for a given item stack&lt;br /&gt;
---&lt;br /&gt;
--- @param stack ItemStack&lt;br /&gt;
--- @param args? table&lt;br /&gt;
local function makeItem(stack, args)&lt;br /&gt;
	args = args or {}&lt;br /&gt;
&lt;br /&gt;
	local item = mw.html.create(&amp;quot;span&amp;quot;)&lt;br /&gt;
		:addClass(&amp;quot;factoryslot-item&amp;quot;)&lt;br /&gt;
		:addClass(args.itemClass)&lt;br /&gt;
		:cssText(styles[&amp;quot;.factoryslot-item&amp;quot;])&lt;br /&gt;
		:cssText(args.itemStyle);&lt;br /&gt;
&lt;br /&gt;
	local name = stack.name;&lt;br /&gt;
	if ((name or &amp;quot;&amp;quot;) == &amp;quot;&amp;quot;) then&lt;br /&gt;
		-- Empty stack&lt;br /&gt;
		return nil;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local escapedName = name:gsub(&amp;quot;%[(T%d+)%]$&amp;quot;, &amp;quot;&amp;amp;#91;%1&amp;amp;#93;&amp;quot;);&lt;br /&gt;
	local pageName = name:gsub(&amp;quot;%[(T%d+)%]$&amp;quot;, &amp;quot;%1&amp;quot;);&lt;br /&gt;
	local img = pageName .. &amp;quot;.png&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
	local link = args.link;&lt;br /&gt;
	if ((link or &amp;quot;&amp;quot;) == &amp;quot;&amp;quot;) then&lt;br /&gt;
		link = nil;&lt;br /&gt;
	elseif (string.lower(link) == &amp;quot;no&amp;quot;) then&lt;br /&gt;
		link = nil;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local altText = img .. &amp;quot;: The Perfect Tower 2 Factory inventory icon of &amp;quot; .. escapedName;&lt;br /&gt;
	if (link) then&lt;br /&gt;
		altText = altText .. &amp;quot; linking to &amp;quot; .. link;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	item:addClass(&amp;quot;pixel-image&amp;quot;)&lt;br /&gt;
		:cssText(styles[&amp;quot;.factoryslot-item-image&amp;quot;])&lt;br /&gt;
		:wikitext(&amp;quot;[[File:&amp;quot;, img, &amp;quot;|32x32px|link=&amp;quot;, link or &amp;quot;&amp;quot;, &amp;quot;|alt=&amp;quot;, altText, &amp;quot;|&amp;quot;, escapedName, &amp;quot;]]&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	local count = stack.count;&lt;br /&gt;
	if (count and count &amp;gt; 1) then&lt;br /&gt;
		count = p.formatCount(count);&lt;br /&gt;
		if (count ~= nil) then&lt;br /&gt;
			if (link) then&lt;br /&gt;
				item:wikitext(&amp;quot;[[&amp;quot;, link, &amp;quot;|&amp;quot;);&lt;br /&gt;
			end&lt;br /&gt;
			local number = item:tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
				:addClass(&amp;quot;factoryslot-stacksize&amp;quot;)&lt;br /&gt;
				:cssText(styles[&amp;quot;.factoryslot-item .factoryslot-stacksize&amp;quot;])&lt;br /&gt;
				:attr(&amp;quot;title&amp;quot;, name)&lt;br /&gt;
				:wikitext(count);&lt;br /&gt;
&lt;br /&gt;
			number:cssText(args.numStyle);&lt;br /&gt;
			if (link) then&lt;br /&gt;
				item:wikitext(&amp;quot;]]&amp;quot;);&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return item;&lt;br /&gt;
end&lt;br /&gt;
p._makeItem = makeItem;&lt;br /&gt;
&lt;br /&gt;
local function fixTier(name)&lt;br /&gt;
	local prefix, tier;&lt;br /&gt;
	prefix, tier = name:match(&amp;quot;^%s*(.*) (T%d+)%s*$&amp;quot;);&lt;br /&gt;
	if (tier) then&lt;br /&gt;
		name = prefix .. &amp;quot; [&amp;quot; .. tier .. &amp;quot;]&amp;quot;;&lt;br /&gt;
	else&lt;br /&gt;
		name = mw.text.trim(name)&lt;br /&gt;
	end&lt;br /&gt;
	return name;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Parses an Item Stack Definition into an ItemStack table&lt;br /&gt;
---&lt;br /&gt;
--- Syntax:&lt;br /&gt;
--- ```text&lt;br /&gt;
--- &amp;lt;Name:string&amp;gt; ( ',' &amp;lt;Count:number&amp;gt; )?&lt;br /&gt;
--- ```&lt;br /&gt;
---&lt;br /&gt;
--- @param itemStackDesc string&lt;br /&gt;
--- @return ItemStack&lt;br /&gt;
function p.parseStack(itemStackDesc)&lt;br /&gt;
	-- Simple stack definition with no parts or reserved characters&lt;br /&gt;
	if (not string.match(itemStackDesc, &amp;quot;[:,]&amp;quot;)) then&lt;br /&gt;
		return { name = fixTier(itemStackDesc) };&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local stack = {};&lt;br /&gt;
	local name, count;&lt;br /&gt;
&lt;br /&gt;
	name, count = ustr.match(itemStackDesc, &amp;quot;^%s*(.*),%s*([&amp;quot; .. INFINITY .. &amp;quot;0-9%.e]+)%s*$&amp;quot;);&lt;br /&gt;
	if (count == INFINITY) then&lt;br /&gt;
		count = math.huge;&lt;br /&gt;
	else&lt;br /&gt;
		count = count and tonumber(count);&lt;br /&gt;
	end&lt;br /&gt;
	if (count) then&lt;br /&gt;
		name = mw.text.trim(name);&lt;br /&gt;
		if (count &amp;gt;= 1e18) then&lt;br /&gt;
			count = math.huge;&lt;br /&gt;
		else&lt;br /&gt;
			count = math.floor(count);&lt;br /&gt;
		end&lt;br /&gt;
		stack.count = count;&lt;br /&gt;
	else&lt;br /&gt;
		name = mw.text.trim(itemStackDesc);&lt;br /&gt;
	end&lt;br /&gt;
	stack.name = fixTier(name);&lt;br /&gt;
&lt;br /&gt;
	return stack;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Stringifies an ItemStack table into an Item Stack Definition string&lt;br /&gt;
---&lt;br /&gt;
--- @param itemStack ItemStack&lt;br /&gt;
--- @return string&lt;br /&gt;
function p.stringifyStack(itemStack)&lt;br /&gt;
	local name = itemStack.name;&lt;br /&gt;
	local count = itemStack.count;&lt;br /&gt;
&lt;br /&gt;
	local result = name;&lt;br /&gt;
	if (count and count &amp;gt;= 0) then&lt;br /&gt;
		if (count &amp;gt;= 1e18) then&lt;br /&gt;
			count = INFINITY;&lt;br /&gt;
		else&lt;br /&gt;
			count = tostring(count);&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		result = result .. &amp;quot;,&amp;quot; .. count;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return result;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Main entry point.&lt;br /&gt;
--- Builds the HTML for a Factory inventory slot.&lt;br /&gt;
---&lt;br /&gt;
--- @param args any&lt;br /&gt;
function p.slot(args)&lt;br /&gt;
	local stack = args[1];&lt;br /&gt;
	if (type(stack) == &amp;quot;string&amp;quot;) then&lt;br /&gt;
		stack = p.parseStack(stack);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local class = args.class;&lt;br /&gt;
	local body = mw.html.create(&amp;quot;span&amp;quot;)&lt;br /&gt;
		:addClass(&amp;quot;factoryslot&amp;quot;)&lt;br /&gt;
		:addClass(class)&lt;br /&gt;
		:cssText(styles[&amp;quot;.factoryslot&amp;quot;]);&lt;br /&gt;
	if (CSS.hasClass(class, &amp;quot;locked&amp;quot;)) then&lt;br /&gt;
		body:cssText(styles[&amp;quot;.factoryslot.locked&amp;quot;]);&lt;br /&gt;
	end&lt;br /&gt;
	if (CSS.hasClass(class, &amp;quot;factoryslot-large&amp;quot;)) then&lt;br /&gt;
		body:cssText(styles[&amp;quot;.factoryslot.factoryslot-large&amp;quot;]);&lt;br /&gt;
	end&lt;br /&gt;
	body&lt;br /&gt;
		:cssText(args.style);&lt;br /&gt;
&lt;br /&gt;
	if (not stack) then&lt;br /&gt;
		return body;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	body:node(makeItem(stack, args));&lt;br /&gt;
&lt;br /&gt;
	return body;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Main template entry point.&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	return p.slot(require(&amp;quot;Module:Arguments&amp;quot;).getArgs(frame, {&lt;br /&gt;
		frameOnly = false,&lt;br /&gt;
		wrappers = { &amp;quot;Template:Factory slot&amp;quot; },&lt;br /&gt;
	}));&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:CSSUtil&amp;diff=4121</id>
		<title>Module:CSSUtil</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:CSSUtil&amp;diff=4121"/>
		<updated>2026-04-21T12:34:27Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Create Module:CSSUtil for use by Module:Factory slot and Module:UI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Utility for dealing with inline styles by checking&lt;br /&gt;
-- for CSS classes in a `class` argument.&lt;br /&gt;
--&lt;br /&gt;
-- Mainly exists to support inline style workarounds&lt;br /&gt;
-- until this Wiki gets [[mw:Extension:TemplateStyles|TemplateStyles]]&lt;br /&gt;
&lt;br /&gt;
require(&amp;quot;Module:No globals&amp;quot;);&lt;br /&gt;
local checkType = require(&amp;quot;libraryUtil&amp;quot;).checkType;&lt;br /&gt;
&lt;br /&gt;
local p = {};&lt;br /&gt;
&lt;br /&gt;
--- Returns whether the space separated&lt;br /&gt;
--- `classAttr` contains the `className`&lt;br /&gt;
---&lt;br /&gt;
--- @param classAttr string|nil the class attribute&lt;br /&gt;
--- @param className string the class name to look for&lt;br /&gt;
--- @return boolean&lt;br /&gt;
function p.hasClass(classAttr, className)&lt;br /&gt;
	checkType('&amp;quot;Module:CSSUtil&amp;quot;.hasClass', 1, classAttr, &amp;quot;string&amp;quot;, true);&lt;br /&gt;
	checkType('&amp;quot;Module:CSSUtil&amp;quot;.hasClass', 2, className, &amp;quot;string&amp;quot;);&lt;br /&gt;
	-- assert(not className:find(&amp;quot;%s&amp;quot;), 'Class name must not contain whitespace, got: &amp;quot;' .. className .. '&amp;quot;');&lt;br /&gt;
&lt;br /&gt;
	if (not classAttr) then&lt;br /&gt;
		return false;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	for cls in mw.text.gsplit(classAttr, &amp;quot;%s+&amp;quot;) do&lt;br /&gt;
		if (cls == className) then&lt;br /&gt;
			return true;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
	return false;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:Factory_slot&amp;diff=4120</id>
		<title>Module:Factory slot</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:Factory_slot&amp;diff=4120"/>
		<updated>2026-04-21T12:01:56Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Fix support for Tier suffixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Used to render Factory inventory slots&lt;br /&gt;
-- Inspired by and partially based on Minecraft Wiki's [[Module:Inventory slot]]&lt;br /&gt;
require(&amp;quot;Module:No globals&amp;quot;);&lt;br /&gt;
local checkType = require(&amp;quot;libraryUtil&amp;quot;).checkType;&lt;br /&gt;
local ustr = mw.ustring;&lt;br /&gt;
local INFINITY = &amp;quot;∞&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
-- Workaround until this wiki gets TemplateStyles&lt;br /&gt;
local styles = {&lt;br /&gt;
[&amp;quot;.factoryslot&amp;quot;] = [[&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: rgba(255, 255, 255, 0.4);&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	padding: 8px;&lt;br /&gt;
	margin: -1px;&lt;br /&gt;
	line-height: 1;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryslot.locked&amp;quot;] = [[&lt;br /&gt;
	background-color: #333;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryslot.factoryslot-large&amp;quot;] = [[&lt;br /&gt;
	padding: 12px;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryslot-item&amp;quot;] = [[&lt;br /&gt;
	display: block;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	margin: -4px;&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryslot-item-image&amp;quot;] = [[&lt;br /&gt;
	image-rendering: crisp-edges;&lt;br /&gt;
	image-rendering: pixelated;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryslot-item .factoryslot-stacksize&amp;quot;] = [[&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	bottom: 0;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	white-space: nowrap;&lt;br /&gt;
	font-family: sans-serif !important;&lt;br /&gt;
	font-style: normal !important;&lt;br /&gt;
]],&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
local p = {};&lt;br /&gt;
&lt;br /&gt;
--- Formats the item stack count&lt;br /&gt;
--- @param count integer&lt;br /&gt;
--- @return string|nil&lt;br /&gt;
function p.formatCount(count)&lt;br /&gt;
	checkType('&amp;quot;Module:Factory slot&amp;quot;.formatCount', 1, count, &amp;quot;number&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	count = math.floor(count);&lt;br /&gt;
	if (count &amp;gt;= 1e18) then&lt;br /&gt;
		return INFINITY;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	if (count &amp;lt; 2) then&lt;br /&gt;
		return nil;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	if (count &amp;lt; 1e6) then&lt;br /&gt;
		-- less than a million&lt;br /&gt;
		return tostring(count);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local exp = 3;&lt;br /&gt;
	while true do&lt;br /&gt;
		exp = exp + 3;&lt;br /&gt;
		count = math.floor(count / 1e3 + 0.5);&lt;br /&gt;
&lt;br /&gt;
		if (count &amp;lt; 1e6 or exp == 15) then&lt;br /&gt;
			--- @type string, string&lt;br /&gt;
			local result, b = tostring(count):match(&amp;quot;^(%d-%d)(%d%d%d)$&amp;quot;);&lt;br /&gt;
			b = b:gsub(&amp;quot;0+$&amp;quot;, &amp;quot;&amp;quot;);&lt;br /&gt;
			if (b ~= &amp;quot;&amp;quot;) then&lt;br /&gt;
				result = result .. &amp;quot;.&amp;quot; .. b;&lt;br /&gt;
			end&lt;br /&gt;
			result = result .. &amp;quot;e&amp;quot; .. exp;&lt;br /&gt;
			return result;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- @class ItemStack&lt;br /&gt;
--- @field name string&lt;br /&gt;
--- @field count? number&lt;br /&gt;
&lt;br /&gt;
--- Creates the actual HTML node for a given item stack&lt;br /&gt;
---&lt;br /&gt;
--- @param stack ItemStack&lt;br /&gt;
--- @param args? table&lt;br /&gt;
local function makeItem(stack, args)&lt;br /&gt;
	args = args or {}&lt;br /&gt;
&lt;br /&gt;
	local item = mw.html.create(&amp;quot;span&amp;quot;)&lt;br /&gt;
		:addClass(&amp;quot;factoryslot-item&amp;quot;)&lt;br /&gt;
		:addClass(args.itemClass)&lt;br /&gt;
		-- :cssText(styles[&amp;quot;.factoryslot-item&amp;quot;])&lt;br /&gt;
		:cssText(args.itemStyle);&lt;br /&gt;
&lt;br /&gt;
	local name = stack.name;&lt;br /&gt;
	if ((name or &amp;quot;&amp;quot;) == &amp;quot;&amp;quot;) then&lt;br /&gt;
		-- Empty stack&lt;br /&gt;
		return nil;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local escapedName = name:gsub(&amp;quot;%[(T%d+)%]$&amp;quot;, &amp;quot;&amp;amp;#91;%1&amp;amp;#93;&amp;quot;);&lt;br /&gt;
	local pageName = name:gsub(&amp;quot;%[(T%d+)%]$&amp;quot;, &amp;quot;%1&amp;quot;);&lt;br /&gt;
	local img = pageName .. &amp;quot;.png&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
	local link = args.link;&lt;br /&gt;
	if ((link or &amp;quot;&amp;quot;) == &amp;quot;&amp;quot;) then&lt;br /&gt;
		link = nil;&lt;br /&gt;
	elseif (string.lower(link) == &amp;quot;no&amp;quot;) then&lt;br /&gt;
		link = nil;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local altText = img .. &amp;quot;: The Perfect Tower 2 Factory inventory icon of &amp;quot; .. escapedName;&lt;br /&gt;
	if (link) then&lt;br /&gt;
		altText = altText .. &amp;quot; linking to &amp;quot; .. link;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	item:addClass(&amp;quot;pixel-image&amp;quot;)&lt;br /&gt;
		-- :cssText(styles[&amp;quot;.factoryslot-item-image&amp;quot;])&lt;br /&gt;
		:wikitext(&amp;quot;[[File:&amp;quot;, img, &amp;quot;|32x32px|link=&amp;quot;, link or &amp;quot;&amp;quot;, &amp;quot;|alt=&amp;quot;, altText, &amp;quot;|&amp;quot;, escapedName, &amp;quot;]]&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	local count = stack.count;&lt;br /&gt;
	if (count and count &amp;gt; 1) then&lt;br /&gt;
		count = p.formatCount(count);&lt;br /&gt;
		if (count ~= nil) then&lt;br /&gt;
			if (link) then&lt;br /&gt;
				item:wikitext(&amp;quot;[[&amp;quot;, link, &amp;quot;|&amp;quot;);&lt;br /&gt;
			end&lt;br /&gt;
			local number = item:tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
				:addClass(&amp;quot;factoryslot-stacksize&amp;quot;)&lt;br /&gt;
				-- :cssText(styles[&amp;quot;.factoryslot-item .factoryslot-stacksize&amp;quot;])&lt;br /&gt;
				:attr(&amp;quot;title&amp;quot;, name)&lt;br /&gt;
				:wikitext(count);&lt;br /&gt;
&lt;br /&gt;
			number:cssText(args.numStyle);&lt;br /&gt;
			if (link) then&lt;br /&gt;
				item:wikitext(&amp;quot;]]&amp;quot;);&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return item;&lt;br /&gt;
end&lt;br /&gt;
p._makeItem = makeItem;&lt;br /&gt;
&lt;br /&gt;
local function fixTier(name)&lt;br /&gt;
	local prefix, tier;&lt;br /&gt;
	prefix, tier = name:match(&amp;quot;^%s*(.*) (T%d+)%s*$&amp;quot;);&lt;br /&gt;
	if (tier) then&lt;br /&gt;
		name = prefix .. &amp;quot; [&amp;quot; .. tier .. &amp;quot;]&amp;quot;;&lt;br /&gt;
	else&lt;br /&gt;
		name = mw.text.trim(name)&lt;br /&gt;
	end&lt;br /&gt;
	return name;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Parses an Item Stack Definition into an ItemStack table&lt;br /&gt;
---&lt;br /&gt;
--- Syntax:&lt;br /&gt;
--- ```text&lt;br /&gt;
--- &amp;lt;Name:string&amp;gt; ( ',' &amp;lt;Count:number&amp;gt; )?&lt;br /&gt;
--- ```&lt;br /&gt;
---&lt;br /&gt;
--- @param itemStackDesc string&lt;br /&gt;
--- @return ItemStack&lt;br /&gt;
function p.parseStack(itemStackDesc)&lt;br /&gt;
	-- Simple stack definition with no parts or reserved characters&lt;br /&gt;
	if (not string.match(itemStackDesc, &amp;quot;[:,]&amp;quot;)) then&lt;br /&gt;
		return { name = fixTier(itemStackDesc) };&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local stack = {};&lt;br /&gt;
	local name, count;&lt;br /&gt;
&lt;br /&gt;
	name, count = ustr.match(itemStackDesc, &amp;quot;^%s*(.*),%s*([&amp;quot; .. INFINITY .. &amp;quot;0-9%.e]+)%s*$&amp;quot;);&lt;br /&gt;
	if (count == INFINITY) then&lt;br /&gt;
		count = math.huge;&lt;br /&gt;
	else&lt;br /&gt;
		count = count and tonumber(count);&lt;br /&gt;
	end&lt;br /&gt;
	if (count) then&lt;br /&gt;
		name = mw.text.trim(name);&lt;br /&gt;
		if (count &amp;gt;= 1e18) then&lt;br /&gt;
			count = math.huge;&lt;br /&gt;
		else&lt;br /&gt;
			count = math.floor(count);&lt;br /&gt;
		end&lt;br /&gt;
		stack.count = count;&lt;br /&gt;
	else&lt;br /&gt;
		name = mw.text.trim(itemStackDesc);&lt;br /&gt;
	end&lt;br /&gt;
	stack.name = fixTier(name);&lt;br /&gt;
&lt;br /&gt;
	return stack;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Stringifies an ItemStack table into an Item Stack Definition string&lt;br /&gt;
---&lt;br /&gt;
--- @param itemStack ItemStack&lt;br /&gt;
--- @return string&lt;br /&gt;
function p.stringifyStack(itemStack)&lt;br /&gt;
	local name = itemStack.name;&lt;br /&gt;
	local count = itemStack.count;&lt;br /&gt;
&lt;br /&gt;
	local result = name;&lt;br /&gt;
	if (count and count &amp;gt;= 0) then&lt;br /&gt;
		if (count &amp;gt;= 1e18) then&lt;br /&gt;
			count = INFINITY;&lt;br /&gt;
		else&lt;br /&gt;
			count = tostring(count);&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		result = result .. &amp;quot;,&amp;quot; .. count;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return result;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Main entry point.&lt;br /&gt;
--- Builds the HTML for a Factory inventory slot.&lt;br /&gt;
---&lt;br /&gt;
--- @param args any&lt;br /&gt;
function p.slot(args)&lt;br /&gt;
	local stack = args[1];&lt;br /&gt;
	if (type(stack) == &amp;quot;string&amp;quot;) then&lt;br /&gt;
		stack = p.parseStack(stack);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local body = mw.html.create(&amp;quot;span&amp;quot;)&lt;br /&gt;
		:addClass(&amp;quot;factoryslot&amp;quot;)&lt;br /&gt;
		:addClass(args.class)&lt;br /&gt;
		-- :cssText(styles[&amp;quot;.factoryslot&amp;quot;])&lt;br /&gt;
		:cssText(args.style);&lt;br /&gt;
&lt;br /&gt;
	if (not stack) then&lt;br /&gt;
		return body;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	body:node(makeItem(stack, args));&lt;br /&gt;
&lt;br /&gt;
	return body;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Main template entry point.&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	return p.slot(require(&amp;quot;Module:Arguments&amp;quot;).getArgs(frame, {&lt;br /&gt;
		frameOnly = false,&lt;br /&gt;
		wrappers = { &amp;quot;Template:Factory slot&amp;quot; },&lt;br /&gt;
	}));&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=4118</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=4118"/>
		<updated>2026-04-20T16:39:32Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: /* Recipes */ Add {{Main|Factory/Recipes}}&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;
Upgrading the Factory does the following:&lt;br /&gt;
&lt;br /&gt;
*Increases the Inventory size by 12 slots.&lt;br /&gt;
*Increases the crafting grid size.&lt;br /&gt;
*Unlocks new recipes. The recipes that are unlocked will use the newly unlocked crafting grid slots.&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. You start with 24 slots at Factory T1. &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 tile you dragged the item on, assuming the tile was either empty or had the same item beforehand.&lt;br /&gt;
&lt;br /&gt;
Clicking on the trash bin with an item on your cursor will delete that item. There's also a keybind (unset by default) that does the same thing.&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. If you got the Auto-Fill skill, you can press the Auto-fill button to automatically place items of the selected recipe into the crafting grid, if you have them in your Inventory. If you don't, then the game will point out the missing parts.&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|| colspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: silver;&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|| colspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: silver;&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|| colspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: silver;&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|| colspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: silver;&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;
{{Main|Factory/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;
|4&lt;br /&gt;
|300&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; |0.5&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |30&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, than 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;
{{Spoiler hatnote}}&lt;br /&gt;
&lt;br /&gt;
For more information on the second floor head to [[Specializations#Factory: Crafter and Fabricator|Factory Floor 2]]&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>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory/Recipes&amp;diff=4117</id>
		<title>Factory/Recipes</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory/Recipes&amp;diff=4117"/>
		<updated>2026-04-20T16:38:05Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Create article stub for all Factory recipes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Crafting ==&lt;br /&gt;
{{:Factory/Recipes/Crafting}}&lt;br /&gt;
&lt;br /&gt;
== Oven ==&lt;br /&gt;
== Assembly ==&lt;br /&gt;
== Refiner ==&lt;br /&gt;
== Crusher ==&lt;br /&gt;
== Cutter ==&lt;br /&gt;
== Mixer ==&lt;br /&gt;
== Shaper ==&lt;br /&gt;
== Boiler ==&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory/Recipes/Crafting&amp;diff=4116</id>
		<title>Factory/Recipes/Crafting</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory/Recipes/Crafting&amp;diff=4116"/>
		<updated>2026-04-20T16:36:36Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Create article stub for Factory Crafting recipes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factory crafting recipes&lt;br /&gt;
=== Producers ===&lt;br /&gt;
==== T1 Producers ====&lt;br /&gt;
{{Crafting&lt;br /&gt;
| A1 = Screw T1	| B1 = Plate T1&lt;br /&gt;
| A2 = Plate T1	| B2 = Screw T1&lt;br /&gt;
| Output = Producer (Town) T1&lt;br /&gt;
| head = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Crafting&lt;br /&gt;
| A1 = Wire T1  	| B1 = Screw T2&lt;br /&gt;
| A2 = Basic Chip	| B2 = Basic Chip&lt;br /&gt;
| A3 = Plate T2 	| B3 = Plate T2&lt;br /&gt;
| Output = Producer (Factory) T1&lt;br /&gt;
| continue = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Crafting&lt;br /&gt;
| A1 = Screw T2 	| B1 = Screw T2&lt;br /&gt;
| A2 = Basic Chip	| B2 = Plate T2&lt;br /&gt;
| A3 = Wire T1  	| B3 = Wire T1&lt;br /&gt;
| Output = Producer (Mine) T1&lt;br /&gt;
| continue = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Crafting&lt;br /&gt;
| A1 = Wire T1	| B1 = Wire T1&lt;br /&gt;
| A2 = Plate T2	| B2 = Basic Chip&lt;br /&gt;
| A3 = Wire T1	| B3 = Wire T1&lt;br /&gt;
| Output = Producer (Workshop) T1&lt;br /&gt;
| continue = 1&lt;br /&gt;
}}&lt;br /&gt;
{{Crafting&lt;br /&gt;
| A1 = Rod T2	| B1 = Rod T2   	| C1 = Rod T2&lt;br /&gt;
| A2 = Plate T2	| B2 = Basic Chip	| C2 = Plate T2&lt;br /&gt;
| Output = Producer (Construction Firm) T1&lt;br /&gt;
| continue = 1&lt;br /&gt;
| foot = 1&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Crafting&amp;diff=4115</id>
		<title>Template:Crafting</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Crafting&amp;diff=4115"/>
		<updated>2026-04-20T16:30:49Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Create template frontend for Module:Crafting for use on Factory/Recipes § Crafting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{#invoke:Crafting|main}}&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Exotic).png&amp;diff=4114</id>
		<title>File:Producer (Exotic).png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Exotic).png&amp;diff=4114"/>
		<updated>2026-04-20T16:29:26Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: added Category:Factory icons using HotCat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A factory resource producer (Exotic).&lt;br /&gt;
&lt;br /&gt;
[[Category:Factory icons]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Gems).png&amp;diff=4113</id>
		<title>File:Producer (Gems).png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Gems).png&amp;diff=4113"/>
		<updated>2026-04-20T16:29:11Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: added Category:Factory icons using HotCat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A factory resource producer (Gems).&lt;br /&gt;
&lt;br /&gt;
[[Category:Factory icons]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Exotic).png&amp;diff=4111</id>
		<title>File:Producer (Exotic).png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Exotic).png&amp;diff=4111"/>
		<updated>2026-04-20T16:28:52Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer Exotic.png to File:Producer (Exotic).png: Match in‑game name and the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A factory resource producer (Exotic).&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_Exotic.png&amp;diff=4112</id>
		<title>File:Producer Exotic.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_Exotic.png&amp;diff=4112"/>
		<updated>2026-04-20T16:28:52Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer Exotic.png to File:Producer (Exotic).png: Match in‑game name and the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Producer (Exotic).png]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Gems).png&amp;diff=4109</id>
		<title>File:Producer (Gems).png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Gems).png&amp;diff=4109"/>
		<updated>2026-04-20T16:28:50Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer Gems.png to File:Producer (Gems).png: Match in‑game name and the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A factory resource producer (Gems).&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_Gems.png&amp;diff=4110</id>
		<title>File:Producer Gems.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_Gems.png&amp;diff=4110"/>
		<updated>2026-04-20T16:28:50Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer Gems.png to File:Producer (Gems).png: Match in‑game name and the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Producer (Gems).png]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Town)_T5.png&amp;diff=4107</id>
		<title>File:Producer (Town) T5.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Town)_T5.png&amp;diff=4107"/>
		<updated>2026-04-20T16:28:49Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer T5.png to File:Producer (Town) T5.png: To disambiguate with other Producer icons (once those get uploaded) and to match the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A factory resource producer (T5).&lt;br /&gt;
&lt;br /&gt;
[[Category:Factory icons]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_T5.png&amp;diff=4108</id>
		<title>File:Producer T5.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_T5.png&amp;diff=4108"/>
		<updated>2026-04-20T16:28:49Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer T5.png to File:Producer (Town) T5.png: To disambiguate with other Producer icons (once those get uploaded) and to match the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Producer (Town) T5.png]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Town)_T4.png&amp;diff=4105</id>
		<title>File:Producer (Town) T4.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Town)_T4.png&amp;diff=4105"/>
		<updated>2026-04-20T16:28:47Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer T4.png to File:Producer (Town) T4.png: To disambiguate with other Producer icons (once those get uploaded) and to match the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A factory resource producer (T4).&lt;br /&gt;
&lt;br /&gt;
[[Category:Factory icons]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_T4.png&amp;diff=4106</id>
		<title>File:Producer T4.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_T4.png&amp;diff=4106"/>
		<updated>2026-04-20T16:28:47Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer T4.png to File:Producer (Town) T4.png: To disambiguate with other Producer icons (once those get uploaded) and to match the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Producer (Town) T4.png]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Town)_T3.png&amp;diff=4103</id>
		<title>File:Producer (Town) T3.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Town)_T3.png&amp;diff=4103"/>
		<updated>2026-04-20T16:28:46Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer T3.png to File:Producer (Town) T3.png: To disambiguate with other Producer icons (once those get uploaded) and to match the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A factory resource producer (T3).&lt;br /&gt;
&lt;br /&gt;
[[Category:Factory icons]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_T3.png&amp;diff=4104</id>
		<title>File:Producer T3.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_T3.png&amp;diff=4104"/>
		<updated>2026-04-20T16:28:46Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer T3.png to File:Producer (Town) T3.png: To disambiguate with other Producer icons (once those get uploaded) and to match the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Producer (Town) T3.png]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Town)_T2.png&amp;diff=4101</id>
		<title>File:Producer (Town) T2.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Town)_T2.png&amp;diff=4101"/>
		<updated>2026-04-20T16:28:45Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer T2.png to File:Producer (Town) T2.png: To disambiguate with other Producer icons (once those get uploaded) and to match the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A factory resource producer (T2).&lt;br /&gt;
&lt;br /&gt;
[[Category:Factory icons]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_T2.png&amp;diff=4102</id>
		<title>File:Producer T2.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_T2.png&amp;diff=4102"/>
		<updated>2026-04-20T16:28:45Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer T2.png to File:Producer (Town) T2.png: To disambiguate with other Producer icons (once those get uploaded) and to match the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Producer (Town) T2.png]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Town)_T1.png&amp;diff=4099</id>
		<title>File:Producer (Town) T1.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_(Town)_T1.png&amp;diff=4099"/>
		<updated>2026-04-20T16:28:37Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer T1.png to File:Producer (Town) T1.png: To disambiguate with other Producer icons (once those get uploaded) and to match the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A factory resource producer (T1).&lt;br /&gt;
&lt;br /&gt;
[[Category:Factory icons]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Producer_T1.png&amp;diff=4100</id>
		<title>File:Producer T1.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Producer_T1.png&amp;diff=4100"/>
		<updated>2026-04-20T16:28:37Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page File:Producer T1.png to File:Producer (Town) T1.png: To disambiguate with other Producer icons (once those get uploaded) and to match the file name expected by {{Crafting}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Producer (Town) T1.png]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/common.css&amp;diff=4098</id>
		<title>User:Exe boss/common.css</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/common.css&amp;diff=4098"/>
		<updated>2026-04-20T16:20:52Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Install User:ExE Boss/styles/Module:UI.css&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/**&lt;br /&gt;
 * Global styles&lt;br /&gt;
 *&lt;br /&gt;
 * The CSS minifier is buggy, so we (ab)use that by (ab)using comments&lt;br /&gt;
 * where CSS expects a multiline string:&lt;br /&gt;
 * (this is normally a syntax error!)&lt;br /&gt;
 */&lt;br /&gt;
@import url(https://meta.wikimedia.org/w/load.php?only=styles&amp;amp;modules/*&lt;br /&gt;
*/=ext.globalCssJs.user.styles/*&lt;br /&gt;
*/&amp;amp;user=ExE+Boss);&lt;br /&gt;
&lt;br /&gt;
@import url(&amp;quot;https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:UI.css&amp;amp;action=raw&amp;amp;ctype=text/css&amp;quot;);&lt;br /&gt;
@import url(&amp;quot;https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;amp;action=raw&amp;amp;ctype=text/css&amp;quot;);&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:UI.css&amp;diff=4097</id>
		<title>User:Exe boss/styles/Module:UI.css</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:UI.css&amp;diff=4097"/>
		<updated>2026-04-20T16:19:29Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Create CSS page to style Module:UI using &amp;lt;templatestyles&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* [[mw:Help:TemplateStyles]] for [[Module:UI]] */&lt;br /&gt;
&lt;br /&gt;
.factoryui {&lt;br /&gt;
	display: block;&lt;br /&gt;
	background-color: #CF3F3F;&lt;br /&gt;
	color: #FFF;&lt;br /&gt;
	padding: 1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryui-row {&lt;br /&gt;
	display: flex;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryui-crafting .factoryui-input {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	flex-direction: column;&lt;br /&gt;
	line-height: 0;&lt;br /&gt;
	margin-bottom: 1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryui-crafting .factoryui-output {&lt;br /&gt;
	display: flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryui-crafting .factoryui-cost {&lt;br /&gt;
	margin-left: 1.5em;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;diff=4096</id>
		<title>User:Exe boss/styles/Module:Factory slot.css</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;diff=4096"/>
		<updated>2026-04-20T16:14:36Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Add background colour and negative margins&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* [[mw:Help:TemplateStyles]] for [[Module:Factory slot]] */&lt;br /&gt;
&lt;br /&gt;
.factoryslot {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	background-color: rgba(255, 255, 255, 0.4);&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	padding: 8px;&lt;br /&gt;
	margin: -1px;&lt;br /&gt;
	line-height: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryslot.locked {&lt;br /&gt;
	background-color: #333;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryslot.factoryslot-large {&lt;br /&gt;
	padding: 12px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryslot-item {&lt;br /&gt;
	display: block;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	margin: -4px;&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryslot-item-image {&lt;br /&gt;
	image-rendering: crisp-edges;&lt;br /&gt;
	image-rendering: pixelated;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryslot-item .factoryslot-stacksize {&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	bottom: 0;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	text-align: right;&lt;br /&gt;
	white-space: nowrap;&lt;br /&gt;
	font-family: sans-serif !important;&lt;br /&gt;
	font-style: normal !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;diff=4095</id>
		<title>User:Exe boss/styles/Module:Factory slot.css</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;diff=4095"/>
		<updated>2026-04-20T15:49:40Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Add support for locked and large Factory slots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.factoryslot {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	padding: 8px;&lt;br /&gt;
	line-height: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryslot.locked {&lt;br /&gt;
	background-color: #333;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryslot.factoryslot-large {&lt;br /&gt;
	padding: 12px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryslot-item {&lt;br /&gt;
	display: block;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	margin: -4px;&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryslot-item-image {&lt;br /&gt;
	image-rendering: crisp-edges;&lt;br /&gt;
	image-rendering: pixelated;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.factoryslot-item .factoryslot-stacksize {&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	bottom: 0;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	text-align: right;&lt;br /&gt;
	white-space: nowrap;&lt;br /&gt;
	font-family: sans-serif !important;&lt;br /&gt;
	font-style: normal !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:Crafting&amp;diff=4094</id>
		<title>Module:Crafting</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:Crafting&amp;diff=4094"/>
		<updated>2026-04-20T15:38:28Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Create module for listing Factory crafting recipes at Factory/Recipes, inspired by Minecraft Wiki's “Module:Crafting”&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Used to render Factory crafting recipes&lt;br /&gt;
-- Inspired by Minecraft Wiki's [[Module:Crafting]]&lt;br /&gt;
require(&amp;quot;Module:No globals&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
local getArgs = require(&amp;quot;Module:Arguments&amp;quot;).getArgs;&lt;br /&gt;
local recipeTable = require(&amp;quot;Module:Recipe table&amp;quot;).table;&lt;br /&gt;
&lt;br /&gt;
local p = {};&lt;br /&gt;
&lt;br /&gt;
local inputArgs = {&lt;br /&gt;
	&amp;quot;A1&amp;quot;, &amp;quot;B1&amp;quot;, &amp;quot;C1&amp;quot;, &amp;quot;D1&amp;quot;, &amp;quot;E1&amp;quot;, &amp;quot;F1&amp;quot;, &amp;quot;G1&amp;quot;, &amp;quot;H1&amp;quot;,&lt;br /&gt;
	&amp;quot;A2&amp;quot;, &amp;quot;B2&amp;quot;, &amp;quot;C2&amp;quot;, &amp;quot;D2&amp;quot;, &amp;quot;E2&amp;quot;, &amp;quot;F2&amp;quot;, &amp;quot;G2&amp;quot;, &amp;quot;H2&amp;quot;,&lt;br /&gt;
	&amp;quot;A3&amp;quot;, &amp;quot;B3&amp;quot;, &amp;quot;C3&amp;quot;, &amp;quot;D3&amp;quot;, &amp;quot;E3&amp;quot;, &amp;quot;F3&amp;quot;, &amp;quot;G3&amp;quot;, &amp;quot;H3&amp;quot;,&lt;br /&gt;
	&amp;quot;A4&amp;quot;, &amp;quot;B4&amp;quot;, &amp;quot;C4&amp;quot;, &amp;quot;D4&amp;quot;, &amp;quot;E4&amp;quot;, &amp;quot;F4&amp;quot;, &amp;quot;G4&amp;quot;, &amp;quot;H4&amp;quot;,&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	local args = getArgs(frame, {&lt;br /&gt;
		frameOnly = false,&lt;br /&gt;
		wrappers = { &amp;quot;Template:Crafting&amp;quot; },&lt;br /&gt;
	});&lt;br /&gt;
&lt;br /&gt;
	return recipeTable(args, {&lt;br /&gt;
		uiMethod = &amp;quot;crafting&amp;quot;,&lt;br /&gt;
		inputArgs = inputArgs,&lt;br /&gt;
		outputArgs = { &amp;quot;Output&amp;quot; },&lt;br /&gt;
	});&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:Recipe_table&amp;diff=4093</id>
		<title>Module:Recipe table</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:Recipe_table&amp;diff=4093"/>
		<updated>2026-04-20T15:35:35Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Fix missing table head&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Used to render Factory recipe tables&lt;br /&gt;
-- Inspired by Minecraft Wiki's [[Module:Recipe table]]&lt;br /&gt;
require(&amp;quot;Module:No globals&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
local checkType = require(&amp;quot;libraryUtil&amp;quot;).checkType;&lt;br /&gt;
local slot = require(&amp;quot;Module:Factory slot&amp;quot;);&lt;br /&gt;
local UI = require(&amp;quot;Module:UI&amp;quot;);&lt;br /&gt;
--- @type fun(value: any, default?: boolean): boolean|nil&lt;br /&gt;
local yn = require(&amp;quot;Module:Yesno&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
local p = {};&lt;br /&gt;
&lt;br /&gt;
--- @generic I: string&lt;br /&gt;
--- @generic O: string&lt;br /&gt;
--- @param args table&lt;br /&gt;
--- @param inArgNames	I[]&lt;br /&gt;
--- @param outArgNames	O[]&lt;br /&gt;
--- @return { [I|O]: ItemStack[]|nil }&lt;br /&gt;
local function parseRecipeArgs(args, inArgNames, outArgNames)&lt;br /&gt;
	-- Raw recipe arguments&lt;br /&gt;
	--- @type table&amp;lt;string, { value: string, isOutput: boolean }&amp;gt;&lt;br /&gt;
	local recipeArgs = {};&lt;br /&gt;
	for _, name in ipairs(inArgNames) do&lt;br /&gt;
		recipeArgs[name] = { value = args[name], isOutput = false };&lt;br /&gt;
	end&lt;br /&gt;
	for _, name in ipairs(outArgNames) do&lt;br /&gt;
		recipeArgs[name] = { value = args[name], isOutput = true };&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	--- @type table&amp;lt;string, ItemStack[]&amp;gt;&lt;br /&gt;
	local parsedStacks = {};&lt;br /&gt;
	--- @type table&amp;lt;string, ItemStack[]&amp;gt;&lt;br /&gt;
	local parsedArgs = {};&lt;br /&gt;
	for name, arg in pairs(recipeArgs) do&lt;br /&gt;
		local value = arg.value;&lt;br /&gt;
		if (value) then&lt;br /&gt;
			local stacks = parsedStacks[value];&lt;br /&gt;
			if (not stacks) then&lt;br /&gt;
				stacks = { slot.parseStack(value) };&lt;br /&gt;
&lt;br /&gt;
				-- Deduplicates stacks with identical serialization,&lt;br /&gt;
				-- used to ensure identity when comparing item stacks by value&lt;br /&gt;
				local serialized = slot.stringifyStack(stacks[1]);&lt;br /&gt;
				if (serialized ~= value) then&lt;br /&gt;
					if (parsedStacks[serialized]) then&lt;br /&gt;
						stacks = parsedStacks[serialized];&lt;br /&gt;
					else&lt;br /&gt;
						parsedStacks[serialized] = stacks;&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
				parsedStacks[value] = stacks;&lt;br /&gt;
			end&lt;br /&gt;
			parsedArgs[name] = stacks;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return parsedArgs;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Collects the parsed item stacks into sets of unique items;&lt;br /&gt;
--- e.g.: The recipe for Producer (Town) [T1]&lt;br /&gt;
--- `{ A1 = Screw [T1], B1 = Plate [T1], A2 = Plate [T1], B2 = Screw [T1] }`&lt;br /&gt;
--- would return `{ { Screw [T1] }, { Plate [T1] } }`&lt;br /&gt;
---&lt;br /&gt;
--- @generic K:string&lt;br /&gt;
--- @param argNames K[]&lt;br /&gt;
--- @param parsedArgs table&amp;lt;K, ItemStack[]|nil&amp;gt;&lt;br /&gt;
--- @return ItemStack[][]&lt;br /&gt;
local function collectItemSets(argNames, parsedArgs)&lt;br /&gt;
	--- @type table&amp;lt;string, boolean&amp;gt;&lt;br /&gt;
	local encountered = {};&lt;br /&gt;
&lt;br /&gt;
	--- @param items ItemStack[]&lt;br /&gt;
	--- @param stack ItemStack&lt;br /&gt;
	local function addNewItem(items, stack)&lt;br /&gt;
		local name = stack.name;&lt;br /&gt;
		if (not encountered[name]) then&lt;br /&gt;
			encountered[name] = true;&lt;br /&gt;
			table.insert(items, stack);&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local itemSets = {}&lt;br /&gt;
	for _, arg in ipairs(argNames) do&lt;br /&gt;
		local stacks = parsedArgs[arg];&lt;br /&gt;
		if (stacks) then&lt;br /&gt;
			local items = {};&lt;br /&gt;
			for _, stack in ipairs(stacks) do&lt;br /&gt;
				addNewItem(items, stack);&lt;br /&gt;
			end&lt;br /&gt;
&lt;br /&gt;
			if #items &amp;gt; 0 then&lt;br /&gt;
				table.insert(itemSets, items);&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return itemSets;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function oxfordComma(list, conjunction)&lt;br /&gt;
	if (#list &amp;lt; 3) then&lt;br /&gt;
		return mw.text.listToText(list, nil, conjunction);&lt;br /&gt;
	end&lt;br /&gt;
	return mw.text.listToText(list, &amp;quot;, &amp;quot;, conjunction and (&amp;quot;,&amp;quot; .. conjunction) or &amp;quot;, and &amp;quot;);&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Lists item names&lt;br /&gt;
---&lt;br /&gt;
--- @param itemSets ItemStack[][]&lt;br /&gt;
--- @return string&lt;br /&gt;
local function listItemNames(itemSets)&lt;br /&gt;
	local nameSets = {};&lt;br /&gt;
&lt;br /&gt;
	for _, itemSet in ipairs(itemSets) do&lt;br /&gt;
		local nameSet = {};&lt;br /&gt;
&lt;br /&gt;
		for _, item in ipairs(itemSet) do&lt;br /&gt;
			local name = item.name;&lt;br /&gt;
			table.insert(nameSet, name);&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		table.insert(nameSets, oxfordComma(nameSet, &amp;quot; or &amp;quot;));&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return table.concat(nameSets, &amp;quot;;&amp;lt;br/&amp;gt;&amp;quot;);&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- @param root MwHtml&lt;br /&gt;
--- @param class? string&lt;br /&gt;
--- @param showName? boolean&lt;br /&gt;
--- @param multiRow? boolean&lt;br /&gt;
local function createTableHead(root, class, showName, multiRow)&lt;br /&gt;
	local headRow = mw.html.create(&amp;quot;tr&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	if (showName) then&lt;br /&gt;
		headRow:tag(&amp;quot;th&amp;quot;):attr(&amp;quot;scope&amp;quot;, &amp;quot;col&amp;quot;):wikitext(&amp;quot;Name&amp;quot;);&lt;br /&gt;
	end&lt;br /&gt;
	local recipeCol = headRow:tag(&amp;quot;th&amp;quot;):attr(&amp;quot;scope&amp;quot;, &amp;quot;col&amp;quot;):wikitext(&amp;quot;Recipe&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	if (multiRow) then&lt;br /&gt;
		recipeCol:addClass(&amp;quot;unsortable&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
		-- Create an unclosed table element&lt;br /&gt;
		root:wikitext('&amp;lt;table class=&amp;quot;wikitable collapsible sortable');&lt;br /&gt;
		if (class) then&lt;br /&gt;
			root:wikitext(' ', mw.text.encode(class));&lt;br /&gt;
		end&lt;br /&gt;
		root:wikitext('&amp;quot;&amp;gt;');&lt;br /&gt;
	else&lt;br /&gt;
		root:addClass(&amp;quot;wikitable collapsible&amp;quot;)&lt;br /&gt;
			:addClass(class);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	root:node(headRow);&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- @class TableOptions&lt;br /&gt;
--- @field uiMethod 	string  	the method in [[Module:UI]] to call to build the recipe UI&lt;br /&gt;
--- @field inputArgs	string[]	the recipe input argument names&lt;br /&gt;
--- @field outputArgs	string[]	the recipe output argument names&lt;br /&gt;
&lt;br /&gt;
--- @param args table&lt;br /&gt;
--- @param opts TableOptions&lt;br /&gt;
function p.table(args, opts)&lt;br /&gt;
	checkType('&amp;quot;Module:Recipe table&amp;quot;.table', 1, args, &amp;quot;table&amp;quot;);&lt;br /&gt;
	checkType('&amp;quot;Module:Recipe table&amp;quot;.table', 2, opts, &amp;quot;table&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	local multiRow = yn(args.continue);&lt;br /&gt;
	local showName;&lt;br /&gt;
	local showHead = yn(args.head);&lt;br /&gt;
	local showFoot = yn(args.foot);&lt;br /&gt;
&lt;br /&gt;
	if (multiRow) then&lt;br /&gt;
		-- continuing a large table&lt;br /&gt;
		showHead = false;&lt;br /&gt;
		showName = true;&lt;br /&gt;
	elseif (showHead and not showFoot) then&lt;br /&gt;
		-- multi-row table start&lt;br /&gt;
		multiRow = true;&lt;br /&gt;
		showName = true;&lt;br /&gt;
	else&lt;br /&gt;
		showHead = true;&lt;br /&gt;
		showFoot = true;&lt;br /&gt;
		showName = yn(args.showName);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local root = mw.html.create(not multiRow and &amp;quot;table&amp;quot; or nil);&lt;br /&gt;
	if (showHead) then&lt;br /&gt;
		createTableHead(root, args.class, showName, multiRow);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local inArgNames	= opts.inputArgs;&lt;br /&gt;
	local outArgNames	= opts.outputArgs;&lt;br /&gt;
&lt;br /&gt;
	local parsedRecipeArgs = parseRecipeArgs(args, inArgNames, outArgNames);&lt;br /&gt;
	local outItems = collectItemSets(outArgNames, parsedRecipeArgs);&lt;br /&gt;
&lt;br /&gt;
	local row = root:tag(&amp;quot;tr&amp;quot;);&lt;br /&gt;
	if (showName) then&lt;br /&gt;
		row&lt;br /&gt;
			:tag(&amp;quot;th&amp;quot;):attr(&amp;quot;scope&amp;quot;, &amp;quot;row&amp;quot;)&lt;br /&gt;
			:wikitext(args.name or listItemNames(outItems));&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	row:tag(&amp;quot;td&amp;quot;):node(UI[opts.uiMethod](args));&lt;br /&gt;
&lt;br /&gt;
	if (multiRow and showFoot) then&lt;br /&gt;
		root:wikitext(&amp;quot;&amp;lt;/table&amp;gt;&amp;quot;);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return root;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:Recipe_table&amp;diff=4092</id>
		<title>Module:Recipe table</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:Recipe_table&amp;diff=4092"/>
		<updated>2026-04-20T15:32:34Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Create module for formatting Factory recipe tables, inspired by and partially based on Minecraft Wiki's “Module:Recipe table”&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Used to render Factory recipe tables&lt;br /&gt;
-- Inspired by Minecraft Wiki's [[Module:Recipe table]]&lt;br /&gt;
require(&amp;quot;Module:No globals&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
local checkType = require(&amp;quot;libraryUtil&amp;quot;).checkType;&lt;br /&gt;
local slot = require(&amp;quot;Module:Factory slot&amp;quot;);&lt;br /&gt;
local UI = require(&amp;quot;Module:UI&amp;quot;);&lt;br /&gt;
--- @type fun(value: any, default?: boolean): boolean|nil&lt;br /&gt;
local yn = require(&amp;quot;Module:Yesno&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
local p = {};&lt;br /&gt;
&lt;br /&gt;
--- @generic I: string&lt;br /&gt;
--- @generic O: string&lt;br /&gt;
--- @param args table&lt;br /&gt;
--- @param inArgNames	I[]&lt;br /&gt;
--- @param outArgNames	O[]&lt;br /&gt;
--- @return { [I|O]: ItemStack[]|nil }&lt;br /&gt;
local function parseRecipeArgs(args, inArgNames, outArgNames)&lt;br /&gt;
	-- Raw recipe arguments&lt;br /&gt;
	--- @type table&amp;lt;string, { value: string, isOutput: boolean }&amp;gt;&lt;br /&gt;
	local recipeArgs = {};&lt;br /&gt;
	for _, name in ipairs(inArgNames) do&lt;br /&gt;
		recipeArgs[name] = { value = args[name], isOutput = false };&lt;br /&gt;
	end&lt;br /&gt;
	for _, name in ipairs(outArgNames) do&lt;br /&gt;
		recipeArgs[name] = { value = args[name], isOutput = true };&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	--- @type table&amp;lt;string, ItemStack[]&amp;gt;&lt;br /&gt;
	local parsedStacks = {};&lt;br /&gt;
	--- @type table&amp;lt;string, ItemStack[]&amp;gt;&lt;br /&gt;
	local parsedArgs = {};&lt;br /&gt;
	for name, arg in pairs(recipeArgs) do&lt;br /&gt;
		local value = arg.value;&lt;br /&gt;
		if (value) then&lt;br /&gt;
			local stacks = parsedStacks[value];&lt;br /&gt;
			if (not stacks) then&lt;br /&gt;
				stacks = { slot.parseStack(value) };&lt;br /&gt;
&lt;br /&gt;
				-- Deduplicates stacks with identical serialization,&lt;br /&gt;
				-- used to ensure identity when comparing item stacks by value&lt;br /&gt;
				local serialized = slot.stringifyStack(stacks[1]);&lt;br /&gt;
				if (serialized ~= value) then&lt;br /&gt;
					if (parsedStacks[serialized]) then&lt;br /&gt;
						stacks = parsedStacks[serialized];&lt;br /&gt;
					else&lt;br /&gt;
						parsedStacks[serialized] = stacks;&lt;br /&gt;
					end&lt;br /&gt;
				end&lt;br /&gt;
				parsedStacks[value] = stacks;&lt;br /&gt;
			end&lt;br /&gt;
			parsedArgs[name] = stacks;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return parsedArgs;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Collects the parsed item stacks into sets of unique items;&lt;br /&gt;
--- e.g.: The recipe for Producer (Town) [T1]&lt;br /&gt;
--- `{ A1 = Screw [T1], B1 = Plate [T1], A2 = Plate [T1], B2 = Screw [T1] }`&lt;br /&gt;
--- would return `{ { Screw [T1] }, { Plate [T1] } }`&lt;br /&gt;
---&lt;br /&gt;
--- @generic K:string&lt;br /&gt;
--- @param argNames K[]&lt;br /&gt;
--- @param parsedArgs table&amp;lt;K, ItemStack[]|nil&amp;gt;&lt;br /&gt;
--- @return ItemStack[][]&lt;br /&gt;
local function collectItemSets(argNames, parsedArgs)&lt;br /&gt;
	--- @type table&amp;lt;string, boolean&amp;gt;&lt;br /&gt;
	local encountered = {};&lt;br /&gt;
&lt;br /&gt;
	--- @param items ItemStack[]&lt;br /&gt;
	--- @param stack ItemStack&lt;br /&gt;
	local function addNewItem(items, stack)&lt;br /&gt;
		local name = stack.name;&lt;br /&gt;
		if (not encountered[name]) then&lt;br /&gt;
			encountered[name] = true;&lt;br /&gt;
			table.insert(items, stack);&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local itemSets = {}&lt;br /&gt;
	for _, arg in ipairs(argNames) do&lt;br /&gt;
		local stacks = parsedArgs[arg];&lt;br /&gt;
		if (stacks) then&lt;br /&gt;
			local items = {};&lt;br /&gt;
			for _, stack in ipairs(stacks) do&lt;br /&gt;
				addNewItem(items, stack);&lt;br /&gt;
			end&lt;br /&gt;
&lt;br /&gt;
			if #items &amp;gt; 0 then&lt;br /&gt;
				table.insert(itemSets, items);&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return itemSets;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function oxfordComma(list, conjunction)&lt;br /&gt;
	if (#list &amp;lt; 3) then&lt;br /&gt;
		return mw.text.listToText(list, nil, conjunction);&lt;br /&gt;
	end&lt;br /&gt;
	return mw.text.listToText(list, &amp;quot;, &amp;quot;, conjunction and (&amp;quot;,&amp;quot; .. conjunction) or &amp;quot;, and &amp;quot;);&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Lists item names&lt;br /&gt;
---&lt;br /&gt;
--- @param itemSets ItemStack[][]&lt;br /&gt;
--- @return string&lt;br /&gt;
local function listItemNames(itemSets)&lt;br /&gt;
	local nameSets = {};&lt;br /&gt;
&lt;br /&gt;
	for _, itemSet in ipairs(itemSets) do&lt;br /&gt;
		local nameSet = {};&lt;br /&gt;
&lt;br /&gt;
		for _, item in ipairs(itemSet) do&lt;br /&gt;
			local name = item.name;&lt;br /&gt;
			table.insert(nameSet, name);&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		table.insert(nameSets, oxfordComma(nameSet, &amp;quot; or &amp;quot;));&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return table.concat(nameSets, &amp;quot;;&amp;lt;br/&amp;gt;&amp;quot;);&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- @param root MwHtml&lt;br /&gt;
--- @param class? string&lt;br /&gt;
--- @param showName? boolean&lt;br /&gt;
--- @param multiRow? boolean&lt;br /&gt;
local function createTableHead(root, class, showName, multiRow)&lt;br /&gt;
	local headRow = mw.html.create(&amp;quot;tr&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	if (showName) then&lt;br /&gt;
		headRow:tag(&amp;quot;th&amp;quot;):attr(&amp;quot;scope&amp;quot;, &amp;quot;col&amp;quot;):wikitext(&amp;quot;Name&amp;quot;);&lt;br /&gt;
	end&lt;br /&gt;
	local recipeCol = headRow:tag(&amp;quot;th&amp;quot;):attr(&amp;quot;scope&amp;quot;, &amp;quot;col&amp;quot;):wikitext(&amp;quot;Recipe&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	if (multiRow) then&lt;br /&gt;
		recipeCol:addClass(&amp;quot;unsortable&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
		-- Create an unclosed table element&lt;br /&gt;
		root:wikitext('&amp;lt;table class=&amp;quot;wikitable collapsible sortable');&lt;br /&gt;
		if (class) then&lt;br /&gt;
			root:wikitext(' ', mw.text.encode(class));&lt;br /&gt;
		end&lt;br /&gt;
		root:wikitext('&amp;quot;&amp;gt;');&lt;br /&gt;
	else&lt;br /&gt;
		root:addClass(&amp;quot;wikitable collapsible&amp;quot;)&lt;br /&gt;
			:addClass(class);&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- @class TableOptions&lt;br /&gt;
--- @field uiMethod 	string  	the method in [[Module:UI]] to call to build the recipe UI&lt;br /&gt;
--- @field inputArgs	string[]	the recipe input argument names&lt;br /&gt;
--- @field outputArgs	string[]	the recipe output argument names&lt;br /&gt;
&lt;br /&gt;
--- @param args table&lt;br /&gt;
--- @param opts TableOptions&lt;br /&gt;
function p.table(args, opts)&lt;br /&gt;
	checkType('&amp;quot;Module:Recipe table&amp;quot;.table', 1, args, &amp;quot;table&amp;quot;);&lt;br /&gt;
	checkType('&amp;quot;Module:Recipe table&amp;quot;.table', 2, opts, &amp;quot;table&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	local multiRow = yn(args.continue);&lt;br /&gt;
	local showName;&lt;br /&gt;
	local showHead = yn(args.head);&lt;br /&gt;
	local showFoot = yn(args.foot);&lt;br /&gt;
&lt;br /&gt;
	if (multiRow) then&lt;br /&gt;
		-- continuing a large table&lt;br /&gt;
		showHead = false;&lt;br /&gt;
		showName = true;&lt;br /&gt;
	elseif (showHead and not showFoot) then&lt;br /&gt;
		-- multi-row table start&lt;br /&gt;
		multiRow = true;&lt;br /&gt;
		showName = true;&lt;br /&gt;
	else&lt;br /&gt;
		showHead = true;&lt;br /&gt;
		showFoot = true;&lt;br /&gt;
		showName = yn(args.showName);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local root = mw.html.create(not multiRow and &amp;quot;table&amp;quot; or nil);&lt;br /&gt;
	if (showHead) then&lt;br /&gt;
		createTableHead(root, args.class, showName, multiRow);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local inArgNames	= opts.inputArgs;&lt;br /&gt;
	local outArgNames	= opts.outputArgs;&lt;br /&gt;
&lt;br /&gt;
	local parsedRecipeArgs = parseRecipeArgs(args, inArgNames, outArgNames);&lt;br /&gt;
	local outItems = collectItemSets(outArgNames, parsedRecipeArgs);&lt;br /&gt;
&lt;br /&gt;
	local row = root:tag(&amp;quot;tr&amp;quot;);&lt;br /&gt;
	if (showName) then&lt;br /&gt;
		row&lt;br /&gt;
			:tag(&amp;quot;th&amp;quot;):attr(&amp;quot;scope&amp;quot;, &amp;quot;row&amp;quot;)&lt;br /&gt;
			:wikitext(args.name or listItemNames(outItems));&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	row:tag(&amp;quot;td&amp;quot;):node(UI[opts.uiMethod](args));&lt;br /&gt;
&lt;br /&gt;
	if (multiRow and showFoot) then&lt;br /&gt;
		root:wikitext(&amp;quot;&amp;lt;/table&amp;gt;&amp;quot;);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return root;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:UI&amp;diff=4091</id>
		<title>Module:UI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:UI&amp;diff=4091"/>
		<updated>2026-04-20T15:25:57Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Fix cost display&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Used to render Factory UIs&lt;br /&gt;
-- Inspired by Minecraft Wiki's [[Module:UI]]&lt;br /&gt;
require(&amp;quot;Module:No globals&amp;quot;);&lt;br /&gt;
local checkTypeMulti = require(&amp;quot;libraryUtil&amp;quot;).checkTypeMulti;&lt;br /&gt;
&lt;br /&gt;
local ustr = mw.ustring;&lt;br /&gt;
--- @type fun(args: table): MwHtml&lt;br /&gt;
local slot = require(&amp;quot;Module:Factory slot&amp;quot;).slot;&lt;br /&gt;
&lt;br /&gt;
local p = {};&lt;br /&gt;
&lt;br /&gt;
-- Columns for Crafting grids&lt;br /&gt;
local COLUMNS = { &amp;quot;A&amp;quot;, &amp;quot;B&amp;quot;, &amp;quot;C&amp;quot;, &amp;quot;D&amp;quot;, &amp;quot;E&amp;quot;, &amp;quot;F&amp;quot;, &amp;quot;G&amp;quot;, &amp;quot;H&amp;quot; }&lt;br /&gt;
&lt;br /&gt;
--- Creates a Factory UI slot from the arguments named by `name`,&lt;br /&gt;
--- `(name or prefix) .. &amp;quot;link&amp;quot;`, and `(name or prefix) .. &amp;quot;title&amp;quot;`&lt;br /&gt;
---&lt;br /&gt;
--- @param args table&lt;br /&gt;
--- @param name string&lt;br /&gt;
--- @param prefix? string&lt;br /&gt;
--- @param class? string&lt;br /&gt;
--- @param default? string&lt;br /&gt;
local function createSlot(args, name, prefix, class, default)&lt;br /&gt;
	return slot{&lt;br /&gt;
		args[name],&lt;br /&gt;
		link	= args[(prefix or name) .. &amp;quot;link&amp;quot;],&lt;br /&gt;
		title	= args[(prefix or name) .. &amp;quot;title&amp;quot;],&lt;br /&gt;
		class	= class,&lt;br /&gt;
		default	= default,&lt;br /&gt;
	};&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- @param amount number Non-negative double precision float&lt;br /&gt;
local function implFormatDoubleInteger(amount)&lt;br /&gt;
	if (amount &amp;gt;= math.huge) then&lt;br /&gt;
		return &amp;quot;∞&amp;quot;;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	amount = math.floor(amount);&lt;br /&gt;
	if (amount &amp;lt; 1e6) then&lt;br /&gt;
		-- less than a million&lt;br /&gt;
		return tostring(amount);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local exp = 3;&lt;br /&gt;
	while true do&lt;br /&gt;
		exp = exp + 3;&lt;br /&gt;
		amount = math.floor(amount / 1e3 + 0.5);&lt;br /&gt;
&lt;br /&gt;
		if (amount &amp;lt; 1e6) then&lt;br /&gt;
			--- @type string, string&lt;br /&gt;
			local result, b = tostring(amount):match(&amp;quot;^(%d-%d)(%d%d%d)$&amp;quot;);&lt;br /&gt;
			b = b:gsub(&amp;quot;0+$&amp;quot;, &amp;quot;&amp;quot;);&lt;br /&gt;
			if (b ~= &amp;quot;&amp;quot;) then&lt;br /&gt;
				result = result .. &amp;quot;.&amp;quot; .. b;&lt;br /&gt;
			end&lt;br /&gt;
			result = result .. &amp;quot;e&amp;quot; .. exp;&lt;br /&gt;
			return result;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Formats a non-negative double precision integer value&lt;br /&gt;
---&lt;br /&gt;
--- @param amount string|number&lt;br /&gt;
--- @param nonNegative? boolean&lt;br /&gt;
--- @return string|nil&lt;br /&gt;
function p.formatDoubleInteger(amount, nonNegative)&lt;br /&gt;
	checkTypeMulti('&amp;quot;Module:UI&amp;quot;.formatDoubleInteger', 1, amount, { &amp;quot;string&amp;quot;, &amp;quot;number&amp;quot; });&lt;br /&gt;
	amount = tonumber(amount);&lt;br /&gt;
	if (amount == nil or amount ~= amount) then&lt;br /&gt;
		return mw.text.tag(&amp;quot;strong&amp;quot;, { class=&amp;quot;error&amp;quot; }, &amp;quot;NaN&amp;quot;);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	if (nonNegative and amount &amp;lt; 0) then&lt;br /&gt;
		amount = 0;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local result = implFormatDoubleInteger(math.abs(amount));&lt;br /&gt;
	if (amount &amp;lt; 0) then&lt;br /&gt;
		result = &amp;quot;-&amp;quot; .. result;&lt;br /&gt;
	end&lt;br /&gt;
	return result;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--- Crafting grid (size scales with Factory tier)&lt;br /&gt;
---&lt;br /&gt;
--- @param args table&lt;br /&gt;
function p.crafting(args)&lt;br /&gt;
	--- @type integer, integer&lt;br /&gt;
	local minRow, maxRow = math.huge, -math.huge;&lt;br /&gt;
&lt;br /&gt;
	--- @type integer, integer&lt;br /&gt;
	local minCol, maxCol = math.huge, -math.huge;&lt;br /&gt;
&lt;br /&gt;
	for row = 1, 4 do&lt;br /&gt;
		for col = 1, 8 do&lt;br /&gt;
			local name = COLUMNS[col] .. row;&lt;br /&gt;
			if ((args[name] or &amp;quot;&amp;quot;) ~= &amp;quot;&amp;quot;) then&lt;br /&gt;
				minRow = math.min(minRow, row);&lt;br /&gt;
				maxRow = math.max(maxRow, row);&lt;br /&gt;
&lt;br /&gt;
				minCol = math.min(minCol, col);&lt;br /&gt;
				maxCol = math.max(maxCol, col);&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local unlockedRows = maxRow - minRow + 1;&lt;br /&gt;
	local unlockedCols = maxCol - minCol + 1;&lt;br /&gt;
&lt;br /&gt;
	-- Minimum crafting grid size is 2×2&lt;br /&gt;
	if (unlockedRows &amp;lt; 2) then&lt;br /&gt;
		unlockedRows = 2;&lt;br /&gt;
	end&lt;br /&gt;
	if (unlockedCols &amp;lt; 2) then&lt;br /&gt;
		unlockedCols = 2;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local root = mw.html.create(&amp;quot;div&amp;quot;)&lt;br /&gt;
		:addClass(&amp;quot;factoryui factoryui-crafting pixel-image&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	-- Input grid&lt;br /&gt;
	do&lt;br /&gt;
		local input = root:tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
			:addClass(&amp;quot;factoryui-input&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
		local rows = 0;&lt;br /&gt;
		for row = minRow, maxRow do&lt;br /&gt;
			rows = rows + 1;&lt;br /&gt;
			local rowHtml = input:tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
				:addClass(&amp;quot;factoryui-row&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
			local cols = 0;&lt;br /&gt;
			for col = minCol, maxCol do&lt;br /&gt;
				cols = cols + 1;&lt;br /&gt;
&lt;br /&gt;
				local name = COLUMNS[col] .. row;&lt;br /&gt;
				rowHtml:node(createSlot(args, name));&lt;br /&gt;
			end&lt;br /&gt;
&lt;br /&gt;
			while cols &amp;lt; unlockedCols do&lt;br /&gt;
				cols = cols + 1;&lt;br /&gt;
				rowHtml:node(slot{});&lt;br /&gt;
			end&lt;br /&gt;
&lt;br /&gt;
			while cols &amp;lt; 8 do&lt;br /&gt;
				cols = cols + 1;&lt;br /&gt;
				rowHtml:node(slot{ class = &amp;quot;locked&amp;quot; });&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		while rows &amp;lt; unlockedRows do&lt;br /&gt;
			rows = rows + 1;&lt;br /&gt;
&lt;br /&gt;
			local rowHtml = input:tag(&amp;quot;div&amp;quot;):addClass(&amp;quot;factoryui-row&amp;quot;);&lt;br /&gt;
			for _ = 1, unlockedCols do&lt;br /&gt;
				rowHtml:node(slot{});&lt;br /&gt;
			end&lt;br /&gt;
			for _ = unlockedCols + 1, 8 do&lt;br /&gt;
				rowHtml:node(slot{ class = &amp;quot;locked&amp;quot; });&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		while rows &amp;lt; 4 do&lt;br /&gt;
			rows = rows + 1;&lt;br /&gt;
			local rowHtml = input:tag(&amp;quot;div&amp;quot;):addClass(&amp;quot;factoryui-row locked&amp;quot;);&lt;br /&gt;
			for _ = 1, 8 do&lt;br /&gt;
				rowHtml:node(slot{ class = &amp;quot;locked&amp;quot; });&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	-- Output slot and Resource cost&lt;br /&gt;
	do&lt;br /&gt;
		local output = root:tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
			:addClass(&amp;quot;factoryui-output&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
		output:node(createSlot(args, &amp;quot;Output&amp;quot;, &amp;quot;O&amp;quot;, &amp;quot;factoryslot-large&amp;quot;));&lt;br /&gt;
&lt;br /&gt;
		output:tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
			:addClass(&amp;quot;factoryui-cost&amp;quot;)&lt;br /&gt;
			:wikitext(&lt;br /&gt;
				p.formatDoubleInteger(args.cost or 0),&lt;br /&gt;
				&amp;quot; [[File:Red resource.png|x25px|link=]]&amp;quot;&lt;br /&gt;
			)&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return root;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:Yesno&amp;diff=4090</id>
		<title>Module:Yesno</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:Yesno&amp;diff=4090"/>
		<updated>2026-04-20T13:39:40Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Trim trailing whitespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Function allowing for consistent treatment of boolean-like wikitext input.&lt;br /&gt;
-- It works similarly to the template {{yesno}}.&lt;br /&gt;
&lt;br /&gt;
return function (val, default)&lt;br /&gt;
	-- If your wiki uses non-ascii characters for any of &amp;quot;yes&amp;quot;, &amp;quot;no&amp;quot;, etc., you&lt;br /&gt;
	-- should replace &amp;quot;val:lower()&amp;quot; with &amp;quot;mw.ustring.lower(val)&amp;quot; in the&lt;br /&gt;
	-- following line.&lt;br /&gt;
	val = type(val) == 'string' and val:lower() or val&lt;br /&gt;
	if val == nil then&lt;br /&gt;
		return nil&lt;br /&gt;
	elseif val == true&lt;br /&gt;
		or val == 'yes'&lt;br /&gt;
		or val == 'y'&lt;br /&gt;
		or val == 'true'&lt;br /&gt;
		or val == 't'&lt;br /&gt;
		or val == 'on'&lt;br /&gt;
		or tonumber(val) == 1&lt;br /&gt;
	then&lt;br /&gt;
		return true&lt;br /&gt;
	elseif val == false&lt;br /&gt;
		or val == 'no'&lt;br /&gt;
		or val == 'n'&lt;br /&gt;
		or val == 'false'&lt;br /&gt;
		or val == 'f'&lt;br /&gt;
		or val == 'off'&lt;br /&gt;
		or tonumber(val) == 0&lt;br /&gt;
	then&lt;br /&gt;
		return false&lt;br /&gt;
	else&lt;br /&gt;
		return default&lt;br /&gt;
	end&lt;br /&gt;
end&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:Yesno/doc&amp;diff=4089</id>
		<title>Module:Yesno/doc</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:Yesno/doc&amp;diff=4089"/>
		<updated>2026-04-20T13:32:56Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Create documentation subpage for Module:Yesno&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See documentation on the [[mw:Module:Yesno|MediaWiki Wiki]].&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;!-- Categories below this line --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Module documentation pages]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:Yesno&amp;diff=4088</id>
		<title>Module:Yesno</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:Yesno&amp;diff=4088"/>
		<updated>2026-04-20T13:32:19Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Copied from mw:Module:Yesno&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Function allowing for consistent treatment of boolean-like wikitext input.&lt;br /&gt;
-- It works similarly to the template {{yesno}}.&lt;br /&gt;
&lt;br /&gt;
return function (val, default)&lt;br /&gt;
	-- If your wiki uses non-ascii characters for any of &amp;quot;yes&amp;quot;, &amp;quot;no&amp;quot;, etc., you&lt;br /&gt;
	-- should replace &amp;quot;val:lower()&amp;quot; with &amp;quot;mw.ustring.lower(val)&amp;quot; in the&lt;br /&gt;
	-- following line.&lt;br /&gt;
	val = type(val) == 'string' and val:lower() or val&lt;br /&gt;
	if val == nil then&lt;br /&gt;
		return nil&lt;br /&gt;
	elseif val == true &lt;br /&gt;
		or val == 'yes'&lt;br /&gt;
		or val == 'y'&lt;br /&gt;
		or val == 'true'&lt;br /&gt;
		or val == 't'&lt;br /&gt;
		or val == 'on'&lt;br /&gt;
		or tonumber(val) == 1&lt;br /&gt;
	then&lt;br /&gt;
		return true&lt;br /&gt;
	elseif val == false&lt;br /&gt;
		or val == 'no'&lt;br /&gt;
		or val == 'n'&lt;br /&gt;
		or val == 'false'&lt;br /&gt;
		or val == 'f'&lt;br /&gt;
		or val == 'off'&lt;br /&gt;
		or tonumber(val) == 0&lt;br /&gt;
	then&lt;br /&gt;
		return false&lt;br /&gt;
	else&lt;br /&gt;
		return default&lt;br /&gt;
	end&lt;br /&gt;
end&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=4086</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=4086"/>
		<updated>2026-04-17T14:52:36Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: /* Arcade */ Add “Tier Upgrade Formula” for Energy Recycling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''399''' modules available to unlock (as of v1.0.10).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) by bumpusm |link=Special:FilePath/TowerTesting_Bumps.png]]&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources, for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are not required for Museum statistic, nor Achievements.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate.&lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to 1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.)&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
All modules except special modules cap at tier 250.&lt;br /&gt;
&lt;br /&gt;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 7 player drop chance bonuses currently:&lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Laboratory#Skills|Module Molecules skill]] obtained from the [[laboratory]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&lt;br /&gt;
*[[Seasonal Events]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4 (with the exception of Hard, unless it has a x2 multiplier), the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; showfilename=&amp;quot;yes&amp;quot; caption=&amp;quot;Modules from Regions&amp;quot;&amp;gt;&lt;br /&gt;
File:Modules Region2.png&lt;br /&gt;
File:Modules Region3.png&lt;br /&gt;
File:Modules Region4.png&lt;br /&gt;
File:Modules Region6.png&lt;br /&gt;
File:Modules Region7.png&lt;br /&gt;
File:Modules Region8.png&lt;br /&gt;
File:Modules Region9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers (or the wiki maintainers because many of those are fixed now).&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the tower's attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1-5: 1÷(.4-.05(t-1))&lt;br /&gt;
Tier 6+: 1÷(.19-(.04/244)×(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1-5: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
Tier 6+: 81% + 14/244 × (t-6), floor(6 + 1/61 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1: 50%, 2&lt;br /&gt;
Tier 2: 60%, 3&lt;br /&gt;
&lt;br /&gt;
Tier 3: 65%, 4&lt;br /&gt;
&lt;br /&gt;
Tier 4: 70%, 5&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%, 6&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 8/244 × (t-6), floor(6 + 1/81 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|NATURE DAMAGE LIFESTEAL&lt;br /&gt;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|FIRE WATER EARTH AIR NATURE LIGHT DARKNESS ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-5: 50% + 10% × (t-1)&lt;br /&gt;
Tier 6: 93%&lt;br /&gt;
&lt;br /&gt;
Tier 7: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 8: 97%&lt;br /&gt;
&lt;br /&gt;
Tier 9: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 10: 99.9%&lt;br /&gt;
&lt;br /&gt;
Tier 10+: 1/(1000 × 1.04^(t-11)+1.001+.025×(t-5))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-5: 1000 × 10^(t-1)&lt;br /&gt;
Tier 6+: 1.5e8/150M × 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-10: 1% × t&lt;br /&gt;
Tier 11+: 10.44% + .04% × (t-11)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|NEUTRAL CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1: 10000&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
|CHANCE STUN DEBUFF&lt;br /&gt;
|Tier 1: 20%, 1s&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
&lt;br /&gt;
Tier 6: 36% + 0.18% × (t-6), 2.2s + 0.32s × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1-5: 70% + 5% × (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.3%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 10% + 2% × (t-1)&lt;br /&gt;
Tier 6+: 18.1% + 26.9%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''|| ||R04: [[Underground]]||Random 0.8%&lt;br /&gt;
|Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
|RESOURCES CHANCE&lt;br /&gt;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 100000-200000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
|WAVE CHANCE MODULE&lt;br /&gt;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
|WAVE CHANCE MODULE&lt;br /&gt;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.4%&lt;br /&gt;
|Provides a 10% chance to ignite all enemies in a large area around the primary target, burning them for a specific amount of Fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|FIRE CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|A fiery foundation that provides the tower with some hitpoints and increases Fire resistance, but lowers Water resistance. In addition outgoing Fire damage is multiplied by 40.&lt;br /&gt;
|FIRE WATER HEALTH RESISTANCE&lt;br /&gt;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|Provides a chance to damage an enemy by 5% of the tower's current hitpoints and to temporarily increase the tower's maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|LIGHT CHANCE DAMAGE HEALTH&lt;br /&gt;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|LIGHT AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|FIRE AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|ELECTRICITY AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|AIR AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|AIR RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|AIR REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1-5: 70% + 5% * (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
|SHIELD REACTIVE REGENERATION&lt;br /&gt;
|Tier 1-5: 6% * t&lt;br /&gt;
Tier 6+: 30% + 2% × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
|ACTIVE INSTANT AREA LIFESTEAL&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|EARTH AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|WATER AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|NATURE AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|DARKNESS AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|NATURE RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|EARTH RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|WATER RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|NATURE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|EARTH REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|WATER REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.8%&lt;br /&gt;
|Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|ELECTRICITY DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''|| ||R08: [[Metallic Ruins]]||Random 0.4%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|FIRE RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|ELECTRICITY RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|LIGHT RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|ELECTRICITY REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|LIGHT REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
|HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.9%&lt;br /&gt;
|Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
|CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 35% + 15%/244 × (t-6), 2.6 + 1.8/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.3%&lt;br /&gt;
|Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|NEUTRAL CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1-5: 10% * t&lt;br /&gt;
Tier 6+: 56% + 0.015% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (7 - t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 40 + 5*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1500 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1500 + 33% - 0.1% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|DARKNESS REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|DARKNESS RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 17%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|NEUTRAL RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|UNIVERSAL RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''|| ||R11: [[Neutral]]||Random 0.8%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t&lt;br /&gt;
Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the 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;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(7.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt;, multiplies the max. health and health regeneration by &amp;lt;code&amp;gt;{health}&amp;lt;/code&amp;gt; and decreases incoming damage by 50%.&lt;br /&gt;
|ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 80 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (20 + 10*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 71% + 9%/244*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 3 + 2*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1000 + 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1000 + 9% - 8/244*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E.'''|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the tower's attackspeed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt; but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1+: 2% + 0.06%*(t-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 300% - (t-1)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|FIRE CHANCE AREA DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-4: 4% * (tier+1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: {{Number|1e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 2: {{Number|8e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|60e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|300e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 5+: {{Number|5e9}} * 2.5^(tier-5)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt; 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;
|Chance:&lt;br /&gt;
Tier 1-5: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 25% + 0.1% * (tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 2% + 3%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 5: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 22% + 0.1% * (tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
'''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1-5: 0.1x + 0.1x*tier&lt;br /&gt;
Tier 6+: 0.66x + 0.02x*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;gt;''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-6: 7% + 3%*tier&lt;br /&gt;
Tier 7+: 25% + 1.5%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Nova'''||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|Cooldown:&lt;br /&gt;
Tier 1-5: 40 - 5*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 100+33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 100 + 33%-0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 3 + 1*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 9 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 9 + 0.05*(tier-6) sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''|| ||[[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;
|Tier 1-5: -(25% + 15%*tier)&lt;br /&gt;
Tier 6+: 100% + 2%*(tier-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''|| ||[[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;
|Tier 1: 100%&lt;br /&gt;
Tier 2: 240%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 400%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 600%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 1000%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1300% + 410%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Extinguish'''|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|Tier 1-6: 1% + 1%*tier&lt;br /&gt;
Tier 7+: 7% + 0.075 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Glacier Spikes'''||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 tower's water armor raised to the power of &amp;lt;code&amp;gt;{armor}&amp;lt;/code&amp;gt; (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;
|Armor:&lt;br /&gt;
Tier 1-6: 0.01*tier&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 0.06 + 0.34/244*(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: {{Number|1e6}} * 10^(tier-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|50e9}} * 4^(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3 + 1*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 8.1 + 5/244 * (tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||{{Anchor|AbsoluteZero}}'''Absolute Zero'''|| ||[[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;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1-5: 5%*tier&lt;br /&gt;
Tier 6+: 30.4% + 1.4%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the tower's HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 25% + 0.1%*tier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regeneration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 0.2% + 0.3%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 2% + 0.01%*(tier-5) &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|Continuously increases the tower's Nature damage until the end of the duration.&lt;br /&gt;
|NATURE ACTIVE INSTANT BUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
Tier 1: 1%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 8% + 3%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration/Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 25 * 2^(tier-1) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 400 + 4*(tier-5) sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|Increases the tower's 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;
|Tier 1-5: 0.05% + 0.05%*tier&lt;br /&gt;
Tier 6+: 0.34% + 0.31%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|Projectiles that hit Nature enemies will start to bounce off to nearby targets, bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|NATURE AREA DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: {{Number|1.5e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|1e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|9e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|5e8}}&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|1e9}} * 2.4^(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 50%&lt;br /&gt;
Tier 2: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 150%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 240%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 350% + 180%*(tier-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|NATURE LIGHT DAMAGE&lt;br /&gt;
|Tier 1-6: 5% + 5%*tier&lt;br /&gt;
Tier 7+: 35% + 65%/244*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals &amp;lt;code&amp;gt;{damage}&amp;lt;/code&amp;gt;% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|NATURE ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|Cost:&lt;br /&gt;
Tier 1-5: 800 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800 + 33%-0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 90-10*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 10% + 0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2.5 + tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5 sec&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|EARTH FIRE AIR NEUTRAL HEALTH RESISTANCE&lt;br /&gt;
|Hitpoints:&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1125000&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|2.4e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|8e7}}/3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|320e6}}/7 * 2^(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20% + 10%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 70%&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
|REACTIVE STUN BLOCK&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
Tier 2: 34%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 38%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 44%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60% + 40%/244 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Titanium Hull'''||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the tower's generic resistance by 99% and its generic armor by a variable amount but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|Tier 1-6: 1000 * 10^tier&lt;br /&gt;
Tier 7+: {{Number|1e9}} * 8^(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;gt;''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^&amp;lt;code&amp;gt;{exponent}&amp;lt;/code&amp;gt; where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-6: 0.07 + 0.01*tier&lt;br /&gt;
Tier 7+: 0.13 + 0.27/244 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{damage}&amp;lt;/code&amp;gt;% of the tower's maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|EARTH ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
Tier 1+: 10 + 5*tier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stun:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1.5 + 0.5*tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4 + 0.5*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 26 - 3*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 11 sec&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''||Yes||[[Experiment: Electricity]]||250000 J&lt;br /&gt;
|Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: {{Number|1.25e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|7.5e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|5e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|175e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|8.75e8}} * 2^(tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE ATTACKSPEED&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 20% + 5% * tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 47% + 48%/244*(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 0.8 + 0.4 * tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.8 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
|ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|Divides incoming Darkness damage by a specific amount as long as the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|DARKNESS FIRE EARTH NATURE AURA DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|LIGHT WATER AIR ELECTRICITY AURA DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the tower's energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;gt;''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
|CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
|HEALTH LIFESTEAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 HP left. Can only trigger once every few seconds.&lt;br /&gt;
|REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Attack'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
|CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
|ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the tower's shield that allows it to complet[e]ly block every few attacks. Only works as long as the tower's shieldpoints are above 0.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Wish'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desperado'''||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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Recycling'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
|ENERGY COST&lt;br /&gt;
|  Tier 1: -5%&amp;lt;br /&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Tier 2: -8%&amp;lt;br /&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Tier 3: -17%&amp;lt;br /&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Tier 4: -28%&amp;lt;br /&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Tier 5: -40%&amp;lt;br /&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{nowrap|Tier 6+: {{math|-(40 + &amp;lt;var&amp;gt;tier&amp;lt;/var&amp;gt;/25)%}}}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Redirect'''||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Refined Armor'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Power of the Cat'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fracture'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Void'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys Neutral enemies that enter it. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Reboot'''||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;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. '''0.1% chance to meltdown and destroy the tower.''' &lt;br /&gt;
''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
|COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|FIRE AREA DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
|REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|NEUTRAL FIRE EARTH NATURE RESISTANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''|| ||Challenge: 2-3||Challenge Completion&lt;br /&gt;
|Increases the damage against non-Normal enemy types. Includes Archers, Assassins, Wizards, Tanks and Bosses.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''||Yes||Challenge: 2-4||Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''||Yes||Challenge: 2-5||Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''|| ||Challenge: 2-6||Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|NEUTRAL LIGHT FIRE EARTH RESISTANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''|| ||Challenge: 3-5||Challenge Completion&lt;br /&gt;
|Increases the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''|| ||Challenge: 3-6||Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|DEBUFF STUN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''||Yes||Challenge: 4-4||Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|ACTIVE INSTANT STUN AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''|| ||Challenge: 4-5||Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''|| ||Challenge: 5-2||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Fire and therefore applies all default strengths and weaknesses of Fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 1''&lt;br /&gt;
|FIRE ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|Tier 1+: {{nowrap|{{math|0.75% + 0.25 &amp;amp;times; &amp;lt;var&amp;gt;tier&amp;lt;/var&amp;gt;%}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|Reflects a massive amount of damage when toggled active as long as the current amount of Energy is greater than 0 while at the same time draining 2% of your max. Energy per second and preventing any form of passive Energy Regeneration. The damage is of the same element as the Tower.&lt;br /&gt;
|TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|A certain amount of Electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE DAMAGE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|Spawns a poisonous vine that emits a highly toxic poison that damages units with Nature damage based on their current hitpoints and additionally slows their movement and attack speed. Has a 25% chance to emit heavy toxins (red color) instead which deals damage based on max HP and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||NATURE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|Place a bomb that will explode after one second and deal fire damage to enemies in a 12M radius.&lt;br /&gt;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the tower's max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''|| || ||Hint 1: &amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt; Hint 2: &amp;lt;spoiler&amp;gt;&amp;quot;I await where testers cease.&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Space Guns'''&lt;br /&gt;
|Yes&lt;br /&gt;
| ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;A rock from the sky?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Equips the tower with a toggleable auto-fire weapon that slowly shoots green plasma balls that deal splash electricity damage in a small area. When toggled it will switch to a fast laser that deals light damage to a single target. Both weapon mods have no range limit and projectiles spawned count as regular projectiles.&lt;br /&gt;
|COMMUNITY DAMAGE ACTIVE INSTANT TOGGLE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''The Executive'''&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
| Solution (likely unintended): &amp;lt;spoiler&amp;gt;Enable infinity stone automatic uses then gather 1 day of offline time&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases the amount of module fragments dropped and additionally boosts the transmute bonus from '''Magical Stone of Floof''' by &amp;lt;code&amp;gt;40*tier&amp;lt;/code&amp;gt;% and the resource bonus by &amp;lt;code&amp;gt;0.2*tier&amp;lt;/code&amp;gt;%.&lt;br /&gt;
''_eXeCutie obtained this module by climbing the corporate ladder.''&lt;br /&gt;
|FRAGMENTS RESOURCES COMMUNITY&lt;br /&gt;
|Tier 1+: {{math|0.2&amp;amp;times;&amp;lt;var&amp;gt;tier&amp;lt;/var&amp;gt;%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
'''ERA Experiment''' refers to '''&amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the tower's damage the closer its hitpoints are to 50%. Passively multiplies the tower's maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|FIRE AURA DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|WATER CHANCE AREA STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
|CHANCE AREA SLOW&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the tower's Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|Hardens the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''|| ||[[Modules#Era|ERA Experiment]]: Air||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|UNIVERSAL ARMOR&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a Universal type enemy. Splash damage type is Universal.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Omniversal Damage'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Deals damage which is split equally among all element types. Each individual element damage counts as a separate damage instance.&lt;br /&gt;
''By your elements combined, I am tower!''&lt;br /&gt;
|DAMAGE COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE AURA COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
|BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. An additional non-infinity module ''Onyx's Blessing'' can also be found on the infinity grid at the location indicated by '''3''' on the map below. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''14''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; |&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |A&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |B&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |C&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |D&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |E&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |F&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |G&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |H&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |I&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |2&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |3&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |4|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |3&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |5|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |6&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |7|| || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |4&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10|| || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |5&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |13&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''14'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16|| ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |6&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |20||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |21|| || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |7&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24|| || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |8&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |25&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |26|| ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |9&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |28&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Grid Coordinates&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|A1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|B1&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Onyx's Blessing'''&lt;br /&gt;
|250|| ||3&lt;br /&gt;
|A2&lt;br /&gt;
|{{Fragment|Offensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000000&lt;br /&gt;
||Reduces the impact of negative attack speed modifiers by a certain percentage. Includes modifiers from any source.&lt;br /&gt;
''Onyx bestowed upon thee this blessing, created atop the tallest mountain through eons of meditation.''&lt;br /&gt;
|ATTACKSPEED COMMUNITY&lt;br /&gt;
|Tier 1+: {{math|0.16&amp;amp;times;&amp;lt;var&amp;gt;tier&amp;lt;/var&amp;gt;%}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|B2&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|B3&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|HEALTH INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|B4&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|B5&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|C5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|D4&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|D5&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|INFINITY SHIELD&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|E5&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
|INFINITY HEALTH&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|F5&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|F4&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|F3&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the tower's attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|E3&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|G5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|B6&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|A6&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|F6&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|F7&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the tower's attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|E7&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|D7&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|F8&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|G8&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|G9&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||28&lt;br /&gt;
|H9&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||29&lt;br /&gt;
|I9&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|C6&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
|ENERGY INFINITY&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|D6&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||Nullifying Aura||No||&amp;amp;infin;||Hint: &amp;lt;spoiler&amp;gt;It appears for those who find it most useful.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Erases part of the debuff resistance factor from nearby enemies. Only works on enemies that have resistance to debuffs.&lt;br /&gt;
''A place where effects last longer, discovered by dfirestorm and centered on your tower.''&lt;br /&gt;
|DEBUFF AURA COMMUNITY&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). Note that this is often outdated.&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'. This is still reflected in their internal ids.&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, v1.0.10, there are '''19''' 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;
**An [[Artifact]] or a second Supporter Module may be created by upgrading to the '''Pay To Win''' supporter tier.&lt;br /&gt;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
*Using the [[AI]] to switch between activating and deactivating an active module every frame can be beneficial.&lt;br /&gt;
**Knight's Boost of Power is recommended with this strategy, as it will grant increased attack range as well as increased attack speed within the inner attack range.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|Second Floor]]: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At [[Era]] on R15:[[Chaos]] any difficulty, disable [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Space Guns:&amp;lt;spoiler&amp;gt;Click on the asteroid that has landed in the town&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Math&amp;diff=4085</id>
		<title>Template:Math</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Math&amp;diff=4085"/>
		<updated>2026-04-17T14:49:46Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Add `nowrap` parameter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;&amp;lt;span style=&amp;quot;font-family: serif; font-size: 125%;{{ifdef|{{{nowrap|&amp;lt;noinclude&amp;gt;1&amp;lt;/noinclude&amp;gt;}}}|&amp;lt;nowiki/&amp;gt; white-space: nowrap;}}&amp;quot;&amp;gt;{{{1}}}&amp;lt;/span&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Adds formatting for mathematical formulae and variables&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;1&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Formula or variable&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The formula or variable to display&amp;quot;,&lt;br /&gt;
			&amp;quot;example&amp;quot;: &amp;quot;a = (x / y)^2&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;nowrap&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;No Wrap?&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Whether to prevent text wrapping&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;0&amp;quot;,&lt;br /&gt;
			&amp;quot;autovalue&amp;quot;: &amp;quot;1&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Ifdef&amp;diff=4084</id>
		<title>Template:Ifdef</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Ifdef&amp;diff=4084"/>
		<updated>2026-04-17T14:47:51Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Copied from mw:Template:Ifdef&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{{1{{{1|}}}|{{{2|}}}}}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;\&amp;quot;IF defined THEN do\&amp;quot;&amp;quot;,&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;1&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Value&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;content&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;2&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Result&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Output when parameter 1 isn't blank.&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;content&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;[[mw:Special:MyLanguage/Help:TemplateData|TemplateData]] sourced from [[commons:Data:Templatedata/ifdef.tab|c:Data:TemplateData/ifdef.tab]]&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=4083</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=4083"/>
		<updated>2026-04-15T10:43:11Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: /* Manufacture */ Use {{math}} and fix denominator&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 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||25&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa||20&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi||15&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx||12&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp||10&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc||8&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No||6&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De||5&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe||3&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;
===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;
===Manufacture===&lt;br /&gt;
The manufacture tab is used for boosters. Boosters increase certain aspects of the game, similar to the [[Power Plant]]. These are the available boosters:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Production Booster || Multiplies the production of resource producers&lt;br /&gt;
|-&lt;br /&gt;
| Machine Speed Booster || Multiplies the production of machines&lt;br /&gt;
|-&lt;br /&gt;
| Tree Production Booster || Multiplies the production of trees&lt;br /&gt;
|-&lt;br /&gt;
| Acceleration Booster || Increases the Wave acceleration factor&lt;br /&gt;
|-&lt;br /&gt;
| Resource Drops Booster || Increases the resources dropped by enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These recipes are unlocked with buying the different tiers on the left side of the grid. Once unlocked they can be found in the recipes tab. Once they are placed in the grid, the equivalent effect is activated. To achieve maximal efficiency, try to spread the boosters equally to each unlocked slot. This is because the effect of a booster is additive in one slot, but each slot is multiplicative with each other. These are the available upgrades to buy:&lt;br /&gt;
&lt;br /&gt;
1. Unlock tier 1 boosters and 4 grid slots&lt;br /&gt;
&lt;br /&gt;
2. Unlock the distribute 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: {{math|1 + &amp;lt;var&amp;gt;Base&amp;lt;/var&amp;gt; + &amp;lt;var&amp;gt;Mult&amp;lt;/var&amp;gt; &amp;amp;times; ((&amp;lt;var&amp;gt;stack size&amp;lt;/var&amp;gt;-1)/(10&amp;lt;sup&amp;gt;18&amp;lt;/sup&amp;gt;-1))&amp;lt;sup&amp;gt;&amp;lt;var&amp;gt;Exponent&amp;lt;/var&amp;gt;&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;
!&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-left: 2px solid grey&amp;quot; |Tier 1&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;border-left: 2px solid grey&amp;quot; |Tier 2&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; 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;
|Tree&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.02||.38||.1&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.05||.95||.12&lt;br /&gt;
| style=&amp;quot;border-left: 2px solid grey&amp;quot; |.25||1.75||.15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Amount needed of higher tier boosters to reach equivalent of max stack of previous tiers&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; | Booster&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | From:&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;2&amp;quot; | Tier 3&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tier 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | To:&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tier 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tier 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Tier 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Acceleration&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Producer production&lt;br /&gt;
| 5.183e6&lt;br /&gt;
| 18.072e15&lt;br /&gt;
| 8.821e12&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Resource drops&lt;br /&gt;
| 52.922e15&lt;br /&gt;
| 284.628e15&lt;br /&gt;
| 302.357e15&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Machine speed&lt;br /&gt;
| 187.547e6&lt;br /&gt;
| 1.087e12&lt;br /&gt;
| 916.272e12&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Tree production&lt;br /&gt;
| 77.094e9&lt;br /&gt;
| 3.522e15&lt;br /&gt;
| 243.334e12&lt;br /&gt;
|}&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;
&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;
&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;
&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, but they can share a '''Quantum Grid''' 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;
&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
&lt;br /&gt;
Boosts increases your stats and comes in 3 different kinds:&lt;br /&gt;
&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;
&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
&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;
&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
&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>Exe boss</name></author>
		
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	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;diff=4080</id>
		<title>User:Exe boss/styles/Module:Factory slot.css</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;diff=4080"/>
		<updated>2026-04-12T08:58:53Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Remove `.mw‑parser‑output`&lt;/p&gt;
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	white-space: nowrap;&lt;br /&gt;
	font-family: sans-serif !important;&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
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		<title>Module:UI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:UI&amp;diff=4079"/>
		<updated>2026-04-12T08:58:13Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Create module for rendering Factory UI interfaces, inspired by and partially based on Minecraft Wiki's “Module:UI”; starting with the Crafting grid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Used to render Factory UIs&lt;br /&gt;
-- Inspired by Minecraft Wiki's [[Module:UI]]&lt;br /&gt;
require(&amp;quot;Module:No globals&amp;quot;);&lt;br /&gt;
local checkTypeMulti = require(&amp;quot;libraryUtil&amp;quot;).checkTypeMulti;&lt;br /&gt;
&lt;br /&gt;
local ustr = mw.ustring;&lt;br /&gt;
--- @type fun(args: table): MwHtml&lt;br /&gt;
local slot = require(&amp;quot;Module:Factory slot&amp;quot;).slot;&lt;br /&gt;
&lt;br /&gt;
local p = {};&lt;br /&gt;
&lt;br /&gt;
-- Columns for Crafting grids&lt;br /&gt;
local COLUMNS = { &amp;quot;A&amp;quot;, &amp;quot;B&amp;quot;, &amp;quot;C&amp;quot;, &amp;quot;D&amp;quot;, &amp;quot;E&amp;quot;, &amp;quot;F&amp;quot;, &amp;quot;G&amp;quot;, &amp;quot;H&amp;quot; }&lt;br /&gt;
&lt;br /&gt;
--- Creates a Factory UI slot from the arguments named by `name`,&lt;br /&gt;
--- `(name or prefix) .. &amp;quot;link&amp;quot;`, and `(name or prefix) .. &amp;quot;title&amp;quot;`&lt;br /&gt;
---&lt;br /&gt;
--- @param args table&lt;br /&gt;
--- @param name string&lt;br /&gt;
--- @param prefix? string&lt;br /&gt;
--- @param class? string&lt;br /&gt;
--- @param default? string&lt;br /&gt;
local function createSlot(args, name, prefix, class, default)&lt;br /&gt;
	return slot{&lt;br /&gt;
		args[name],&lt;br /&gt;
		link	= args[(prefix or name) .. &amp;quot;link&amp;quot;],&lt;br /&gt;
		title	= args[(prefix or name) .. &amp;quot;title&amp;quot;],&lt;br /&gt;
		class	= class,&lt;br /&gt;
		default	= default,&lt;br /&gt;
	};&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- @param amount number Non-negative double precision float&lt;br /&gt;
local function implFormatDoubleInteger(amount)&lt;br /&gt;
	if (amount &amp;gt;= math.huge) then&lt;br /&gt;
		return &amp;quot;∞&amp;quot;;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	amount = math.floor(amount);&lt;br /&gt;
	if (amount &amp;lt; 1e6) then&lt;br /&gt;
		-- less than a million&lt;br /&gt;
		return tostring(amount);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local exp = 3;&lt;br /&gt;
	while true do&lt;br /&gt;
		exp = exp + 3;&lt;br /&gt;
		amount = math.floor(amount / 1e3 + 0.5);&lt;br /&gt;
&lt;br /&gt;
		if (amount &amp;lt; 1e6) then&lt;br /&gt;
			--- @type string, string&lt;br /&gt;
			local result, b = tostring(amount):match(&amp;quot;^(%d-%d)(%d%d%d)$&amp;quot;);&lt;br /&gt;
			b = b:gsub(&amp;quot;0+$&amp;quot;, &amp;quot;&amp;quot;);&lt;br /&gt;
			if (b ~= &amp;quot;&amp;quot;) then&lt;br /&gt;
				result = result .. &amp;quot;.&amp;quot; .. b;&lt;br /&gt;
			end&lt;br /&gt;
			result = result .. &amp;quot;e&amp;quot; .. exp;&lt;br /&gt;
			return result;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Formats a non-negative double precision integer value&lt;br /&gt;
---&lt;br /&gt;
--- @param amount string|number&lt;br /&gt;
--- @param nonNegative? boolean&lt;br /&gt;
--- @return string|nil&lt;br /&gt;
function p.formatDoubleInteger(amount, nonNegative)&lt;br /&gt;
	checkTypeMulti('&amp;quot;Module:UI&amp;quot;.formatDoubleInteger', 1, amount, { &amp;quot;string&amp;quot;, &amp;quot;number&amp;quot; });&lt;br /&gt;
	amount = tonumber(amount);&lt;br /&gt;
	if (amount == nil or amount ~= amount) then&lt;br /&gt;
		return mw.text.tag(&amp;quot;strong&amp;quot;, { class=&amp;quot;error&amp;quot; }, &amp;quot;NaN&amp;quot;);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	if (nonNegative and amount &amp;lt; 0) then&lt;br /&gt;
		amount = 0;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local result = implFormatDoubleInteger(math.abs(amount));&lt;br /&gt;
	if (amount &amp;lt; 0) then&lt;br /&gt;
		result = &amp;quot;-&amp;quot; .. result;&lt;br /&gt;
	end&lt;br /&gt;
	return result;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--- Crafting grid (size scales with Factory tier)&lt;br /&gt;
---&lt;br /&gt;
--- @param args table&lt;br /&gt;
function p.crafting(args)&lt;br /&gt;
	--- @type integer, integer&lt;br /&gt;
	local minRow, maxRow = math.huge, -math.huge;&lt;br /&gt;
&lt;br /&gt;
	--- @type integer, integer&lt;br /&gt;
	local minCol, maxCol = math.huge, -math.huge;&lt;br /&gt;
&lt;br /&gt;
	for row = 1, 4 do&lt;br /&gt;
		for col = 1, 8 do&lt;br /&gt;
			local name = COLUMNS[col] .. row;&lt;br /&gt;
			if ((args[name] or &amp;quot;&amp;quot;) ~= &amp;quot;&amp;quot;) then&lt;br /&gt;
				minRow = math.min(minRow, row);&lt;br /&gt;
				maxRow = math.max(maxRow, row);&lt;br /&gt;
&lt;br /&gt;
				minCol = math.min(minCol, col);&lt;br /&gt;
				maxCol = math.max(maxCol, col);&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local unlockedRows = maxRow - minRow + 1;&lt;br /&gt;
	local unlockedCols = maxCol - minCol + 1;&lt;br /&gt;
&lt;br /&gt;
	-- Minimum crafting grid size is 2×2&lt;br /&gt;
	if (unlockedRows &amp;lt; 2) then&lt;br /&gt;
		unlockedRows = 2;&lt;br /&gt;
	end&lt;br /&gt;
	if (unlockedCols &amp;lt; 2) then&lt;br /&gt;
		unlockedCols = 2;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local root = mw.html.create(&amp;quot;div&amp;quot;)&lt;br /&gt;
		:addClass(&amp;quot;factoryui factoryui-crafting pixel-image&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	-- Input grid&lt;br /&gt;
	do&lt;br /&gt;
		local input = root:tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
			:addClass(&amp;quot;factoryui-input&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
		local rows = 0;&lt;br /&gt;
		for row = minRow, maxRow do&lt;br /&gt;
			rows = rows + 1;&lt;br /&gt;
			local rowHtml = input:tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
				:addClass(&amp;quot;factoryui-row&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
			local cols = 0;&lt;br /&gt;
			for col = minCol, maxCol do&lt;br /&gt;
				cols = cols + 1;&lt;br /&gt;
&lt;br /&gt;
				local name = COLUMNS[col] .. row;&lt;br /&gt;
				rowHtml:node(createSlot(args, name));&lt;br /&gt;
			end&lt;br /&gt;
&lt;br /&gt;
			while cols &amp;lt; unlockedCols do&lt;br /&gt;
				cols = cols + 1;&lt;br /&gt;
				rowHtml:node(slot{});&lt;br /&gt;
			end&lt;br /&gt;
&lt;br /&gt;
			while cols &amp;lt; 8 do&lt;br /&gt;
				cols = cols + 1;&lt;br /&gt;
				rowHtml:node(slot{ class = &amp;quot;locked&amp;quot; });&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		while rows &amp;lt; unlockedRows do&lt;br /&gt;
			rows = rows + 1;&lt;br /&gt;
&lt;br /&gt;
			local rowHtml = input:tag(&amp;quot;div&amp;quot;):addClass(&amp;quot;factoryui-row&amp;quot;);&lt;br /&gt;
			for _ = 1, unlockedCols do&lt;br /&gt;
				rowHtml:node(slot{});&lt;br /&gt;
			end&lt;br /&gt;
			for _ = unlockedCols + 1, 8 do&lt;br /&gt;
				rowHtml:node(slot{ class = &amp;quot;locked&amp;quot; });&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		while rows &amp;lt; 4 do&lt;br /&gt;
			rows = rows + 1;&lt;br /&gt;
			local rowHtml = input:tag(&amp;quot;div&amp;quot;):addClass(&amp;quot;factoryui-row locked&amp;quot;);&lt;br /&gt;
			for _ = 1, 8 do&lt;br /&gt;
				rowHtml:node(slot{ class = &amp;quot;locked&amp;quot; });&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	-- Output slot and Resource cost&lt;br /&gt;
	do&lt;br /&gt;
		local output = root:tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
			:addClass(&amp;quot;factoryui-output&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
		output:node(createSlot(args, &amp;quot;Output&amp;quot;, &amp;quot;O&amp;quot;, &amp;quot;factoryslot-large&amp;quot;));&lt;br /&gt;
&lt;br /&gt;
		output:tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
			:addClass(&amp;quot;factoryui-cost&amp;quot;)&lt;br /&gt;
			:wikitext(&lt;br /&gt;
				&amp;quot;[[File:Red resource.png|x25px|link=]] &amp;quot;,&lt;br /&gt;
				p.formatDouble(args.cost or 0)&lt;br /&gt;
			)&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return root;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss&amp;diff=4078</id>
		<title>User:Exe boss</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss&amp;diff=4078"/>
		<updated>2026-04-12T08:48:30Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: /* Subpages */ Add `hideredirects=1` to {{Special:PrefixIndex/User:ExE Boss/}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:User:Ex&amp;lt;span style=&amp;quot;text-transform:uppercase&amp;quot;&amp;gt;e b&amp;lt;/span&amp;gt;oss}}__NOINDEX__&lt;br /&gt;
Wish this wiki allowed me to properly capitalise my username&lt;br /&gt;
&lt;br /&gt;
== Subpages ==&lt;br /&gt;
{{Special:PrefixIndex/User:{{ROOTPAGENAME}}/|hideredirects=1|stripprefix=1}}&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Template:Factory_slot&amp;diff=4077</id>
		<title>Template:Factory slot</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Template:Factory_slot&amp;diff=4077"/>
		<updated>2026-04-12T08:18:14Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Create wrapper template for Module:Factory slot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;{{#invoke:Factory slot|main}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;format&amp;quot;: &amp;quot;inline&amp;quot;,&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;1&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Item&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The item name and stack size, separated by a comma; may be omitted to produce an empty slot&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;link&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Item Link&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The page to link to; set to \&amp;quot;no\&amp;quot; to disable the link&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;&amp;lt;itemName&amp;gt;&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-page-name&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;itemClass&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Item Class&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The HTML class to add to the item, if present&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;itemStyle&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Item Style&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The CSS style to add to the item, if present&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;numStyle&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Item Count Style&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The CSS style to add to the item count&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;class&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Slot Class&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The HTML class to add to the slot&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;style&amp;quot;: {&lt;br /&gt;
			&amp;quot;label&amp;quot;: &amp;quot;Slot Style&amp;quot;,&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;The CSS style to add to the slot&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Module:Factory_slot&amp;diff=4076</id>
		<title>Module:Factory slot</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Module:Factory_slot&amp;diff=4076"/>
		<updated>2026-04-12T08:15:26Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Add `title` attribute to item count and disable inline styles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-- Used to render Factory inventory slots&lt;br /&gt;
-- Inspired by and partially based on Minecraft Wiki's [[Module:Inventory slot]]&lt;br /&gt;
require(&amp;quot;Module:No globals&amp;quot;);&lt;br /&gt;
local checkType = require(&amp;quot;libraryUtil&amp;quot;).checkType;&lt;br /&gt;
local ustr = mw.ustring;&lt;br /&gt;
local INFINITY = &amp;quot;∞&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
-- Workaround until this wiki gets TemplateStyles&lt;br /&gt;
local styles = {&lt;br /&gt;
[&amp;quot;.factoryslot&amp;quot;] = [[&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	padding: 8px;&lt;br /&gt;
	line-height: 1;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryslot-item&amp;quot;] = [[&lt;br /&gt;
	display: block;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	margin: -4px;&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.pixel-image&amp;quot;] = [[&lt;br /&gt;
	image-rendering: crisp-edges;&lt;br /&gt;
	image-rendering: pixelated;&lt;br /&gt;
]],&lt;br /&gt;
&lt;br /&gt;
[&amp;quot;.factoryslot-item .factoryslot-stacksize&amp;quot;] = [[&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	bottom: 0;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	white-space: nowrap;&lt;br /&gt;
	font-family: sans-serif !important;&lt;br /&gt;
	font-style: normal !important;&lt;br /&gt;
]],&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
local p = {};&lt;br /&gt;
&lt;br /&gt;
--- Formats the item stack count&lt;br /&gt;
--- @param count integer&lt;br /&gt;
--- @return string|nil&lt;br /&gt;
function p.formatCount(count)&lt;br /&gt;
	checkType('&amp;quot;Module:Factory slot&amp;quot;.formatCount', 1, count, &amp;quot;number&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	count = math.floor(count);&lt;br /&gt;
	if (count &amp;gt;= 1e18) then&lt;br /&gt;
		return INFINITY;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	if (count &amp;lt; 2) then&lt;br /&gt;
		return nil;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	if (count &amp;lt; 1e6) then&lt;br /&gt;
		-- less than a million&lt;br /&gt;
		return tostring(count);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local exp = 3;&lt;br /&gt;
	while true do&lt;br /&gt;
		exp = exp + 3;&lt;br /&gt;
		count = math.floor(count / 1e3 + 0.5);&lt;br /&gt;
&lt;br /&gt;
		if (count &amp;lt; 1e6 or exp == 15) then&lt;br /&gt;
			--- @type string, string&lt;br /&gt;
			local result, b = tostring(count):match(&amp;quot;^(%d-%d)(%d%d%d)$&amp;quot;);&lt;br /&gt;
			b = b:gsub(&amp;quot;0+$&amp;quot;, &amp;quot;&amp;quot;);&lt;br /&gt;
			if (b ~= &amp;quot;&amp;quot;) then&lt;br /&gt;
				result = result .. &amp;quot;.&amp;quot; .. b;&lt;br /&gt;
			end&lt;br /&gt;
			result = result .. &amp;quot;e&amp;quot; .. exp;&lt;br /&gt;
			return result;&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- @class ItemStack&lt;br /&gt;
--- @field name string&lt;br /&gt;
--- @field count? number&lt;br /&gt;
&lt;br /&gt;
--- Creates the actual HTML node for a given item stack&lt;br /&gt;
---&lt;br /&gt;
--- @param stack ItemStack&lt;br /&gt;
--- @param args? table&lt;br /&gt;
local function makeItem(stack, args)&lt;br /&gt;
	args = args or {}&lt;br /&gt;
&lt;br /&gt;
	local item = mw.html.create(&amp;quot;span&amp;quot;)&lt;br /&gt;
		:addClass(&amp;quot;factoryslot-item&amp;quot;)&lt;br /&gt;
		:addClass(args.itemClass)&lt;br /&gt;
		-- :cssText(styles[&amp;quot;.factoryslot-item&amp;quot;])&lt;br /&gt;
		:cssText(args.itemStyle);&lt;br /&gt;
&lt;br /&gt;
	local name = stack.name;&lt;br /&gt;
	if ((name or &amp;quot;&amp;quot;) == &amp;quot;&amp;quot;) then&lt;br /&gt;
		-- Empty stack&lt;br /&gt;
		return nil;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local img = name .. &amp;quot;.png&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
	local link = args.link;&lt;br /&gt;
	if ((link or &amp;quot;&amp;quot;) == &amp;quot;&amp;quot;) then&lt;br /&gt;
		link = nil;&lt;br /&gt;
	elseif (string.lower(link) == &amp;quot;no&amp;quot;) then&lt;br /&gt;
		link = nil;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local altText = img .. &amp;quot;: The Perfect Tower 2 Factory inventory icon of &amp;quot; .. name&lt;br /&gt;
	if (link) then&lt;br /&gt;
		altText = altText .. &amp;quot; linking to &amp;quot; .. link&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	item:addClass(&amp;quot;pixel-image&amp;quot;)&lt;br /&gt;
		-- :cssText(styles[&amp;quot;.pixel-image&amp;quot;])&lt;br /&gt;
		:wikitext(&amp;quot;[[File:&amp;quot;, img, &amp;quot;|32x32px|link=&amp;quot;, link or &amp;quot;&amp;quot;, &amp;quot;|alt=&amp;quot;, altText, &amp;quot;|&amp;quot;, name, &amp;quot;]]&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
	local count = stack.count;&lt;br /&gt;
	if (count and count &amp;gt; 1) then&lt;br /&gt;
		count = p.formatCount(count);&lt;br /&gt;
		if (count ~= nil) then&lt;br /&gt;
			if (link) then&lt;br /&gt;
				item:wikitext(&amp;quot;[[&amp;quot;, link, &amp;quot;|&amp;quot;);&lt;br /&gt;
			end&lt;br /&gt;
			local number = item:tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
				:addClass(&amp;quot;factoryslot-stacksize&amp;quot;)&lt;br /&gt;
				-- :cssText(styles[&amp;quot;.factoryslot-item .factoryslot-stacksize&amp;quot;])&lt;br /&gt;
				:attr(&amp;quot;title&amp;quot;, name)&lt;br /&gt;
				:wikitext(count);&lt;br /&gt;
&lt;br /&gt;
			number:cssText(args.numStyle);&lt;br /&gt;
			if (link) then&lt;br /&gt;
				item:wikitext(&amp;quot;]]&amp;quot;);&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return item;&lt;br /&gt;
end&lt;br /&gt;
p._makeItem = makeItem;&lt;br /&gt;
&lt;br /&gt;
--- Parses an Item Stack Definition into an ItemStack table&lt;br /&gt;
---&lt;br /&gt;
--- Syntax:&lt;br /&gt;
--- ```text&lt;br /&gt;
--- &amp;lt;Name:string&amp;gt; ( ',' &amp;lt;Count:number&amp;gt; )?&lt;br /&gt;
--- ```&lt;br /&gt;
---&lt;br /&gt;
--- @param itemStackDesc string&lt;br /&gt;
--- @return ItemStack&lt;br /&gt;
function p.parseStack(itemStackDesc)&lt;br /&gt;
	-- Simple stack definition with no parts or reserved characters&lt;br /&gt;
	if (not string.match(itemStackDesc, &amp;quot;[:,]&amp;quot;)) then&lt;br /&gt;
		return { name = itemStackDesc };&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local stack = {};&lt;br /&gt;
	local name, count;&lt;br /&gt;
&lt;br /&gt;
	name, count = ustr.match(itemStackDesc, &amp;quot;^%s*(.*),%s*([&amp;quot; .. INFINITY .. &amp;quot;0-9%.e]+)%s*$&amp;quot;);&lt;br /&gt;
	if (count == INFINITY) then&lt;br /&gt;
		count = math.huge;&lt;br /&gt;
	else&lt;br /&gt;
		count = count and tonumber(count);&lt;br /&gt;
	end&lt;br /&gt;
	if (count) then&lt;br /&gt;
		stack.name = mw.text.trim(name);&lt;br /&gt;
		if (count &amp;gt;= 1e18) then&lt;br /&gt;
			count = math.huge;&lt;br /&gt;
		else&lt;br /&gt;
			count = math.floor(count);&lt;br /&gt;
		end&lt;br /&gt;
		stack.count = count;&lt;br /&gt;
	else&lt;br /&gt;
		stack.name = mw.text.trim(itemStackDesc);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return stack;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Stringifies an ItemStack table into an Item Stack Definition string&lt;br /&gt;
---&lt;br /&gt;
--- @param itemStack ItemStack&lt;br /&gt;
--- @return string&lt;br /&gt;
function p.stringifyStack(itemStack)&lt;br /&gt;
	local name = itemStack.name;&lt;br /&gt;
	local count = itemStack.count;&lt;br /&gt;
&lt;br /&gt;
	local result = name;&lt;br /&gt;
	if (count and count &amp;gt;= 0) then&lt;br /&gt;
		if (count &amp;gt;= 1e18) then&lt;br /&gt;
			count = INFINITY;&lt;br /&gt;
		else&lt;br /&gt;
			count = tostring(count);&lt;br /&gt;
		end&lt;br /&gt;
&lt;br /&gt;
		result = result .. &amp;quot;,&amp;quot; .. count;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	return result;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Main entry point.&lt;br /&gt;
--- Builds the HTML for a Factory inventory slot.&lt;br /&gt;
---&lt;br /&gt;
--- @param args any&lt;br /&gt;
function p.slot(args)&lt;br /&gt;
	local stack = args[1];&lt;br /&gt;
	if (type(stack) == &amp;quot;string&amp;quot;) then&lt;br /&gt;
		stack = p.parseStack(stack);&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	local body = mw.html.create(&amp;quot;span&amp;quot;)&lt;br /&gt;
		:addClass(&amp;quot;factoryslot&amp;quot;)&lt;br /&gt;
		:addClass(args.class)&lt;br /&gt;
		-- :cssText(styles[&amp;quot;.factoryslot&amp;quot;])&lt;br /&gt;
		:cssText(args.style);&lt;br /&gt;
&lt;br /&gt;
	if (not stack) then&lt;br /&gt;
		return body;&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	body:node(makeItem(stack, args));&lt;br /&gt;
&lt;br /&gt;
	return body;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- Main template entry point.&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
	return p.slot(require(&amp;quot;Module:Arguments&amp;quot;).getArgs(frame, {&lt;br /&gt;
		frameOnly = false,&lt;br /&gt;
		wrappers = { &amp;quot;Template:Factory slot&amp;quot; },&lt;br /&gt;
	}));&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
return p;&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/common.css&amp;diff=4075</id>
		<title>User:Exe boss/common.css</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/common.css&amp;diff=4075"/>
		<updated>2026-04-12T08:01:34Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Install User:ExE Boss/styles/Module:Factory slot.css&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/**&lt;br /&gt;
 * Global styles&lt;br /&gt;
 *&lt;br /&gt;
 * The CSS minifier is buggy, so we (ab)use that by (ab)using comments&lt;br /&gt;
 * where CSS expects a multiline string:&lt;br /&gt;
 * (this is normally a syntax error!)&lt;br /&gt;
 */&lt;br /&gt;
@import url(https://meta.wikimedia.org/w/load.php?only=styles&amp;amp;modules/*&lt;br /&gt;
*/=ext.globalCssJs.user.styles/*&lt;br /&gt;
*/&amp;amp;user=ExE+Boss);&lt;br /&gt;
&lt;br /&gt;
@import url(&amp;quot;https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;amp;action=raw&amp;amp;ctype=text/css&amp;quot;);&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;diff=4073</id>
		<title>User:Exe boss/styles/Module:Factory slot.css</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;diff=4073"/>
		<updated>2026-04-12T07:59:50Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page User:Exe boss/Module:Factory slot/styles.css to User:Exe boss/styles/Module:Factory slot.css&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.mw-parser-output .factoryslot {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	padding: 8px;&lt;br /&gt;
	line-height: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .factoryslot-item {&lt;br /&gt;
	display: block;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	margin: -4px;&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .factoryslot-item-image {&lt;br /&gt;
	image-rendering: crisp-edges;&lt;br /&gt;
	image-rendering: pixelated;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .factoryslot-item .factoryslot-stacksize {&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	bottom: 0;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	text-align: right;&lt;br /&gt;
	white-space: nowrap;&lt;br /&gt;
	font-family: sans-serif !important;&lt;br /&gt;
	font-style: normal !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/Module:Factory_slot/styles.css&amp;diff=4074</id>
		<title>User:Exe boss/Module:Factory slot/styles.css</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/Module:Factory_slot/styles.css&amp;diff=4074"/>
		<updated>2026-04-12T07:59:50Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Exe boss moved page User:Exe boss/Module:Factory slot/styles.css to User:Exe boss/styles/Module:Factory slot.css&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* #REDIRECT */@import url(https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;amp;action=raw&amp;amp;ctype=text/css);&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;diff=4072</id>
		<title>User:Exe boss/styles/Module:Factory slot.css</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=User:Exe_boss/styles/Module:Factory_slot.css&amp;diff=4072"/>
		<updated>2026-04-12T07:50:12Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: Create CSS page to style Module:Factory slot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.mw-parser-output .factoryslot {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border: 1px solid black;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	padding: 8px;&lt;br /&gt;
	line-height: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .factoryslot-item {&lt;br /&gt;
	display: block;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	width: 32px;&lt;br /&gt;
	height: 32px;&lt;br /&gt;
	margin: -4px;&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .factoryslot-item-image {&lt;br /&gt;
	image-rendering: crisp-edges;&lt;br /&gt;
	image-rendering: pixelated;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-parser-output .factoryslot-item .factoryslot-stacksize {&lt;br /&gt;
	position: absolute;&lt;br /&gt;
	bottom: 0;&lt;br /&gt;
	right: 0;&lt;br /&gt;
	text-align: right;&lt;br /&gt;
	white-space: nowrap;&lt;br /&gt;
	font-family: sans-serif !important;&lt;br /&gt;
	font-style: normal !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=4059</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=4059"/>
		<updated>2026-04-06T07:40:18Z</updated>

		<summary type="html">&lt;p&gt;Exe boss: /* Challenges */ Add “Tier Upgrade Formula” for Chaos Gift&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''399''' modules available to unlock (as of v1.0.10).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) by bumpusm |link=Special:FilePath/TowerTesting_Bumps.png]]&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources, for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are not required for Museum statistic, nor Achievements.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate.&lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to 1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.)&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
All modules except special modules cap at tier 250.&lt;br /&gt;
&lt;br /&gt;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 7 player drop chance bonuses currently:&lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Laboratory#Skills|Module Molecules skill]] obtained from the [[laboratory]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&lt;br /&gt;
*[[Seasonal Events]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4 (with the exception of Hard, unless it has a x2 multiplier), the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; showfilename=&amp;quot;yes&amp;quot; caption=&amp;quot;Modules from Regions&amp;quot;&amp;gt;&lt;br /&gt;
File:Modules Region2.png&lt;br /&gt;
File:Modules Region3.png&lt;br /&gt;
File:Modules Region4.png&lt;br /&gt;
File:Modules Region6.png&lt;br /&gt;
File:Modules Region7.png&lt;br /&gt;
File:Modules Region8.png&lt;br /&gt;
File:Modules Region9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers (or the wiki maintainers because many of those are fixed now).&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the tower's attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1-5: 1÷(.4-.05(t-1))&lt;br /&gt;
Tier 6+: 1÷(.19-(.04/244)×(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1-5: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
Tier 6+: 81% + 14/244 × (t-6), floor(6 + 1/61 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1: 50%, 2&lt;br /&gt;
Tier 2: 60%, 3&lt;br /&gt;
&lt;br /&gt;
Tier 3: 65%, 4&lt;br /&gt;
&lt;br /&gt;
Tier 4: 70%, 5&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%, 6&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 8/244 × (t-6), floor(6 + 1/81 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|NATURE DAMAGE LIFESTEAL&lt;br /&gt;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|FIRE WATER EARTH AIR NATURE LIGHT DARKNESS ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-5: 50% + 10% × (t-1)&lt;br /&gt;
Tier 6: 93%&lt;br /&gt;
&lt;br /&gt;
Tier 7: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 8: 97%&lt;br /&gt;
&lt;br /&gt;
Tier 9: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 10: 99.9%&lt;br /&gt;
&lt;br /&gt;
Tier 10+: 1/(1000 × 1.04^(t-11)+1.001+.025×(t-5))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-5: 1000 × 10^(t-1)&lt;br /&gt;
Tier 6+: 1.5e8/150M × 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-10: 1% × t&lt;br /&gt;
Tier 11+: 10.44% + .04% × (t-11)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|NEUTRAL CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1: 10000&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
|CHANCE STUN DEBUFF&lt;br /&gt;
|Tier 1: 20%, 1s&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
&lt;br /&gt;
Tier 6: 36% + 0.18% × (t-6), 2.2s + 0.32s × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1-5: 70% + 5% × (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.3%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 10% + 2% × (t-1)&lt;br /&gt;
Tier 6+: 18.1% + 26.9%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''|| ||R04: [[Underground]]||Random 0.8%&lt;br /&gt;
|Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
|RESOURCES CHANCE&lt;br /&gt;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 100000-200000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
|WAVE CHANCE MODULE&lt;br /&gt;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
|WAVE CHANCE MODULE&lt;br /&gt;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.4%&lt;br /&gt;
|Provides a 10% chance to ignite all enemies in a large area around the primary target, burning them for a specific amount of Fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|FIRE CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|A fiery foundation that provides the tower with some hitpoints and increases Fire resistance, but lowers Water resistance. In addition outgoing Fire damage is multiplied by 40.&lt;br /&gt;
|FIRE WATER HEALTH RESISTANCE&lt;br /&gt;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|Provides a chance to damage an enemy by 5% of the tower's current hitpoints and to temporarily increase the tower's maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|LIGHT CHANCE DAMAGE HEALTH&lt;br /&gt;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|LIGHT AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|FIRE AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|ELECTRICITY AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|AIR AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|AIR RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|AIR REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1-5: 70% + 5% * (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
|SHIELD REACTIVE REGENERATION&lt;br /&gt;
|Tier 1-5: 6% * t&lt;br /&gt;
Tier 6+: 30% + 2% × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
|ACTIVE INSTANT AREA LIFESTEAL&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|EARTH AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|WATER AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|NATURE AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|DARKNESS AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|NATURE RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|EARTH RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|WATER RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|NATURE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|EARTH REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|WATER REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.8%&lt;br /&gt;
|Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|ELECTRICITY DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''|| ||R08: [[Metallic Ruins]]||Random 0.4%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|FIRE RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|ELECTRICITY RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|LIGHT RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|ELECTRICITY REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|LIGHT REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
|HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.9%&lt;br /&gt;
|Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
|CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 35% + 15%/244 × (t-6), 2.6 + 1.8/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.3%&lt;br /&gt;
|Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|NEUTRAL CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1-5: 10% * t&lt;br /&gt;
Tier 6+: 56% + 0.015% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (7 - t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 40 + 5*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1500 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1500 + 33% - 0.1% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|DARKNESS REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|DARKNESS RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 17%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|NEUTRAL RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|UNIVERSAL RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''|| ||R11: [[Neutral]]||Random 0.8%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t&lt;br /&gt;
Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the 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;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(7.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt;, multiplies the max. health and health regeneration by &amp;lt;code&amp;gt;{health}&amp;lt;/code&amp;gt; and decreases incoming damage by 50%.&lt;br /&gt;
|ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 80 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (20 + 10*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 71% + 9%/244*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 3 + 2*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1000 + 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1000 + 9% - 8/244*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E.'''|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the tower's attackspeed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt; but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1+: 2% + 0.06%*(t-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 300% - (t-1)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|FIRE CHANCE AREA DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-4: 4% * (tier+1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: {{Number|1e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 2: {{Number|8e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|60e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|300e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 5+: {{Number|5e9}} * 2.5^(tier-5)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt; 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;
|Chance:&lt;br /&gt;
Tier 1-5: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 25% + 0.1% * (tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 2% + 3%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 5: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 22% + 0.1% * (tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
'''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1-5: 0.1x + 0.1x*tier&lt;br /&gt;
Tier 6+: 0.66x + 0.02x*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;gt;''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-6: 7% + 3%*tier&lt;br /&gt;
Tier 7+: 25% + 1.5%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Nova'''||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|Cooldown:&lt;br /&gt;
Tier 1-5: 40 - 5*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 100+33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 100 + 33%-0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 3 + 1*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 9 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 9 + 0.05*(tier-6) sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''|| ||[[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;
|Tier 1-5: -(25% + 15%*tier)&lt;br /&gt;
Tier 6+: 100% + 2%*(tier-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''|| ||[[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;
|Tier 1: 100%&lt;br /&gt;
Tier 2: 240%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 400%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 600%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 1000%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1300% + 410%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Extinguish'''|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|Tier 1-6: 1% + 1%*tier&lt;br /&gt;
Tier 7+: 7% + 0.075 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Glacier Spikes'''||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 tower's water armor raised to the power of &amp;lt;code&amp;gt;{armor}&amp;lt;/code&amp;gt; (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;
|Armor:&lt;br /&gt;
Tier 1-6: 0.01*tier&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 0.06 + 0.34/244*(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: {{Number|1e6}} * 10^(tier-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|50e9}} * 4^(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3 + 1*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 8.1 + 5/244 * (tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||{{Anchor|AbsoluteZero}}'''Absolute Zero'''|| ||[[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;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1-5: 5%*tier&lt;br /&gt;
Tier 6+: 30.4% + 1.4%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the tower's HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 25% + 0.1%*tier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regeneration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 0.2% + 0.3%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 2% + 0.01%*(tier-5) &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|Continuously increases the tower's Nature damage until the end of the duration.&lt;br /&gt;
|NATURE ACTIVE INSTANT BUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
Tier 1: 1%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 8% + 3%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration/Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 25 * 2^(tier-1) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 400 + 4*(tier-5) sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|Increases the tower's 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;
|Tier 1-5: 0.05% + 0.05%*tier&lt;br /&gt;
Tier 6+: 0.34% + 0.31%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|Projectiles that hit Nature enemies will start to bounce off to nearby targets, bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|NATURE AREA DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: {{Number|1.5e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|1e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|9e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|5e8}}&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|1e9}} * 2.4^(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 50%&lt;br /&gt;
Tier 2: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 150%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 240%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 350% + 180%*(tier-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|NATURE LIGHT DAMAGE&lt;br /&gt;
|Tier 1-6: 5% + 5%*tier&lt;br /&gt;
Tier 7+: 35% + 65%/244*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals &amp;lt;code&amp;gt;{damage}&amp;lt;/code&amp;gt;% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|NATURE ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|Cost:&lt;br /&gt;
Tier 1-5: 800 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800 + 33%-0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 90-10*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 10% + 0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2.5 + tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5 sec&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|EARTH FIRE AIR NEUTRAL HEALTH RESISTANCE&lt;br /&gt;
|Hitpoints:&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1125000&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|2.4e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|8e7}}/3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|320e6}}/7 * 2^(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20% + 10%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 70%&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
|REACTIVE STUN BLOCK&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
Tier 2: 34%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 38%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 44%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60% + 40%/244 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Titanium Hull'''||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the tower's generic resistance by 99% and its generic armor by a variable amount but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|Tier 1-6: 1000 * 10^tier&lt;br /&gt;
Tier 7+: {{Number|1e9}} * 8^(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;gt;''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^&amp;lt;code&amp;gt;{exponent}&amp;lt;/code&amp;gt; where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-6: 0.07 + 0.01*tier&lt;br /&gt;
Tier 7+: 0.13 + 0.27/244 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{damage}&amp;lt;/code&amp;gt;% of the tower's maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|EARTH ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
Tier 1+: 10 + 5*tier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stun:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1.5 + 0.5*tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4 + 0.5*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 26 - 3*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 11 sec&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''||Yes||[[Experiment: Electricity]]||250000 J&lt;br /&gt;
|Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: {{Number|1.25e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|7.5e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|5e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|175e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|8.75e8}} * 2^(tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE ATTACKSPEED&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 20% + 5% * tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 47% + 48%/244*(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 0.8 + 0.4 * tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.8 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
|ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|Divides incoming Darkness damage by a specific amount as long as the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|DARKNESS FIRE EARTH NATURE AURA DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|LIGHT WATER AIR ELECTRICITY AURA DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the tower's energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;gt;''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
|CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
|HEALTH LIFESTEAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 HP left. Can only trigger once every few seconds.&lt;br /&gt;
|REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Attack'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
|CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
|ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the tower's shield that allows it to complet[e]ly block every few attacks. Only works as long as the tower's shieldpoints are above 0.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
! {{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Wish'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desperado'''||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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Recycling'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Redirect'''||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Refined Armor'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Power of the Cat'''|| ||[[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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fracture'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Void'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys Neutral enemies that enter it. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Reboot'''||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;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. '''0.1% chance to meltdown and destroy the tower.''' &lt;br /&gt;
''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
|COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
! {{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
! {{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|FIRE AREA DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
|REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|NEUTRAL FIRE EARTH NATURE RESISTANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''|| ||Challenge: 2-3||Challenge Completion&lt;br /&gt;
|Increases the damage against non-Normal enemy types. Includes Archers, Assassins, Wizards, Tanks and Bosses.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''||Yes||Challenge: 2-4||Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''||Yes||Challenge: 2-5||Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''|| ||Challenge: 2-6||Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|NEUTRAL LIGHT FIRE EARTH RESISTANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''|| ||Challenge: 3-5||Challenge Completion&lt;br /&gt;
|Increases the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''|| ||Challenge: 3-6||Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|DEBUFF STUN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''||Yes||Challenge: 4-4||Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|ACTIVE INSTANT STUN AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''|| ||Challenge: 4-5||Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''|| ||Challenge: 5-2||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Fire and therefore applies all default strengths and weaknesses of Fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 1''&lt;br /&gt;
|FIRE ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
| Tier 1+: {{nowrap|{{math|0.75% + 0.25 &amp;amp;times; &amp;lt;var&amp;gt;tier&amp;lt;/var&amp;gt;%}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
! {{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|Reflects a massive amount of damage when toggled active as long as the current amount of Energy is greater than 0 while at the same time draining 2% of your max. Energy per second and preventing any form of passive Energy Regeneration. The damage is of the same element as the Tower.&lt;br /&gt;
|TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|A certain amount of Electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE DAMAGE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|Spawns a poisonous vine that emits a highly toxic poison that damages units with Nature damage based on their current hitpoints and additionally slows their movement and attack speed. Has a 25% chance to emit heavy toxins (red color) instead which deals damage based on max HP and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||NATURE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|Place a bomb that will explode after one second and deal fire damage to enemies in a 12M radius.&lt;br /&gt;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
! {{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the tower's max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''|| || ||Hint 1: &amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt; Hint 2: &amp;lt;spoiler&amp;gt;&amp;quot;I await where testers cease.&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Space Guns'''&lt;br /&gt;
| Yes&lt;br /&gt;
| ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;A rock from the sky?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Equips the tower with a toggleable auto-fire weapon that slowly shoots green plasma balls that deal splash electricity damage in a small area. When toggled it will switch to a fast laser that deals light damage to a single target. Both weapon mods have no range limit and projectiles spawned count as regular projectiles.&lt;br /&gt;
|COMMUNITY DAMAGE ACTIVE INSTANT TOGGLE&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
'''ERA Experiment''' refers to '''&amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
! {{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the tower's damage the closer its hitpoints are to 50%. Passively multiplies the tower's maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|FIRE AURA DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|WATER CHANCE AREA STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
|CHANCE AREA SLOW&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the tower's Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|Hardens the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''|| ||[[Modules#Era|ERA Experiment]]: Air||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|UNIVERSAL ARMOR&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a Universal type enemy. Splash damage type is Universal.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Omniversal Damage'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Deals damage which is split equally among all element types. Each individual element damage counts as a separate damage instance.&lt;br /&gt;
''By your elements combined, I am tower!''&lt;br /&gt;
|DAMAGE COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE AURA COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
|BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&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. An additional non-infinity module ''Onyx's Blessing'' can also be found on the infinity grid at the location indicated by '''3''' on the map below. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''14''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
! style = &amp;quot;width: 1.2em&amp;quot; |&lt;br /&gt;
! style = &amp;quot;width: 1.2em&amp;quot; scope = &amp;quot;col&amp;quot; | A&lt;br /&gt;
! style = &amp;quot;width: 1.2em&amp;quot; scope = &amp;quot;col&amp;quot; | B&lt;br /&gt;
! style = &amp;quot;width: 1.2em&amp;quot; scope = &amp;quot;col&amp;quot; | C&lt;br /&gt;
! style = &amp;quot;width: 1.2em&amp;quot; scope = &amp;quot;col&amp;quot; | D&lt;br /&gt;
! style = &amp;quot;width: 1.2em&amp;quot; scope = &amp;quot;col&amp;quot; | E&lt;br /&gt;
! style = &amp;quot;width: 1.2em&amp;quot; scope = &amp;quot;col&amp;quot; | F&lt;br /&gt;
! style = &amp;quot;width: 1.2em&amp;quot; scope = &amp;quot;col&amp;quot; | G&lt;br /&gt;
! style = &amp;quot;width: 1.2em&amp;quot; scope = &amp;quot;col&amp;quot; | H&lt;br /&gt;
! style = &amp;quot;width: 1.2em&amp;quot; scope = &amp;quot;col&amp;quot; | I&lt;br /&gt;
|-&lt;br /&gt;
! scope = &amp;quot;row&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope = &amp;quot;row&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |3&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |4|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope = &amp;quot;row&amp;quot; | 3&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |5|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |6&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |7|| || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope = &amp;quot;row&amp;quot; | 4&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10|| || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope = &amp;quot;row&amp;quot; | 5&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |13&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''14'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16|| ||&lt;br /&gt;
|-&lt;br /&gt;
! scope = &amp;quot;row&amp;quot; | 6&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |20||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |21|| || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope = &amp;quot;row&amp;quot; | 7&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24|| || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope = &amp;quot;row&amp;quot; | 8&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |25&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |26|| ||&lt;br /&gt;
|-&lt;br /&gt;
! scope = &amp;quot;row&amp;quot; | 9&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |28&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
! Grid Coordinates&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
! Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
| A1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the tower's 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;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
| B1&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Onyx's Blessing'''&lt;br /&gt;
|250|| ||3&lt;br /&gt;
| A2&lt;br /&gt;
|{{Fragment|Offensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000000&lt;br /&gt;
||Reduces the impact of negative attack speed modifiers by a certain percentage. Includes modifiers from any source.&lt;br /&gt;
''Onyx bestowed upon thee this blessing, created atop the tallest mountain through eons of meditation.''&lt;br /&gt;
|ATTACKSPEED COMMUNITY&lt;br /&gt;
| Tier 1+: {{math|0.16&amp;amp;times;&amp;lt;var&amp;gt;tier&amp;lt;/var&amp;gt;%}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
| B2&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
| B3&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|HEALTH INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
| B4&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
| B5&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
| C5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
| D4&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
| D5&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|INFINITY SHIELD&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
| E5&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
|INFINITY HEALTH&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
| F5&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
| F4&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
| F3&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the tower's attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
| E3&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
| G5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
| B6&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
| A6&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
| F6&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
| F7&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the tower's attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
| E7&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
| D7&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
| F8&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
| G8&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
| G9&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||28&lt;br /&gt;
| H9&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||29&lt;br /&gt;
| I9&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
| C6&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
|ENERGY INFINITY&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
| D6&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||Nullifying Aura||No||&amp;amp;infin;||Hint: &amp;lt;spoiler&amp;gt;It appears for those who find it most useful.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Erases part of the debuff resistance factor from nearby enemies. Only works on enemies that have resistance to debuffs.&lt;br /&gt;
''A place where effects last longer, discovered by dfirestorm and centered on your tower.''&lt;br /&gt;
|DEBUFF AURA COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|- id=&amp;quot;The Executive&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||The Executive&lt;br /&gt;
|No&lt;br /&gt;
|Unknown&lt;br /&gt;
|&amp;quot;idk if there has been any update on this but I got Executive by auto toggling my infinity stones to do something and it gave me one once I got over a certain speed I assume(?)&amp;quot; - darkcloud100 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I got it after enabling perma use on my water infinity stone&amp;quot; - ben251&lt;br /&gt;
|Increases the amount of module fragments dropped and additionally boosts the transmute bonus from '''Magical Stone of Floof''' by &amp;lt;code&amp;gt;40*tier&amp;lt;/code&amp;gt;% and the resource bonus by &amp;lt;code&amp;gt;0.2*tier&amp;lt;/code&amp;gt;%.&lt;br /&gt;
''_eXeCutie obtained this module by climbing the corporate ladder.''&lt;br /&gt;
|FRAGMENTS RESOURCES COMMUNITY&lt;br /&gt;
|Tier 1+: {{math|0.2&amp;amp;times;&amp;lt;var&amp;gt;tier&amp;lt;/var&amp;gt;%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions). Note that this is often outdated.&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'. This is still reflected in their internal ids.&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, v1.0.10, there are '''19''' 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;
** An [[Artifact]] or a second Supporter Module may be created by upgrading to the '''Pay To Win''' supporter tier.&lt;br /&gt;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|Second Floor]]: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At [[Era]] on R15:[[Chaos]] any difficulty, disable [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Space Guns:&amp;lt;spoiler&amp;gt;Click on the asteroid that has landed in the town&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Exe boss</name></author>
		
	</entry>
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