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		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1355</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1355"/>
		<updated>2021-03-28T09:05:37Z</updated>

		<summary type="html">&lt;p&gt;Firedmercury21: Changed infinity grid to numbers rather than directions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(7.7e+1976)''&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, or ultimate. &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 bonuses.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game 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;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of 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.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250.&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;
===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 faster to do many short runs than it is to do one long run. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping.&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There is only one player drop chance bonus currently which is the [[Workshop#Skills|Analysis skill]] obtained from the workshop.&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
There are currently '''284''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''[[Module - Basic Attack|Basic Attack]]'''|| ||N/A||Unlocked from start&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''|| ||N/A||Unlocked from start&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''|| ||N/A||Unlocked from start&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''|| ||N/A||Unlocked from start&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bounce'''|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''|| ||R01: [[Forest]]||Wave 60&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''|| ||R01: [[Forest]]||{{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''|| ||R01: [[Forest]]||Wave 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''|| ||R03: [[Winter]]||Random 0.14%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''|| ||R03: [[Winter]]||Wave ?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''|| ||R03: [[Winter]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''|| ||R03: [[Winter]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''|| ||R04: [[Underground]]||Random 0.5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''|| ||R04: [[Underground]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''|| ||R04: [[Underground]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''|| ||R06: [[High Mountain]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''|| ||R06: [[High Mountain]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 0.5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 15%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''|| ||R07: [[Jungle]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''|| ||R07: [[Jungle]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''|| ||R07: [[Jungle]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.12%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.6%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.14%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''|| ||R09: [[Beach]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''|| ||R09: [[Beach]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''|| ||R09: [[Beach]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''|| ||R09: [[Beach]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''|| ||R09: [[Beach]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''|| ||R09: [[Beach]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''|| ||R09: [[Beach]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 0.5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''|| ||R10: [[Ocean]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''|| ||R10: [[Ocean]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''|| ||R10: [[Ocean]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.08%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Boost'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Boost'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Boost'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Boost'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Boost'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Boost'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Boost'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Boost'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Boost'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Boost'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Crit'''|| ||R12: [[Dark Realm]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Crit'''|| ||R12: [[Dark Realm]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Crit'''|| ||R12: [[Dark Realm]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Crit'''|| ||R12: [[Dark Realm]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''|| ||R13: [[Heaven]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''|| ||R13: [[Heaven]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Crit'''|| ||R13: [[Heaven]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Crit'''|| ||R13: [[Heaven]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''|| ||R13: [[Heaven]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''|| ||R13: [[Heaven]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''|| ||R13: [[Heaven]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''|| ||R13: [[Heaven]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''|| ||R13: [[Heaven]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''|| ||R13: [[Heaven]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''|| ||R14: [[Universe]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''|| ||R14: [[Universe]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''|| ||R14: [[Universe]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''|| ||R14: [[Universe]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''|| ||R14: [[Universe]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''|| ||R14: [[Universe]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''|| ||R14: [[Universe]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''|| ||R14: [[Universe]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''||Yes||R15: [[Chaos]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''||Yes||R15: [[Chaos]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''||Yes||R15: [[Chaos]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''|| ||[[Experiment: Fire]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''|| ||[[Experiment: Fire]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''|| ||[[Experiment: Fire]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''|| ||[[Experiment: Fire]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''|| ||[[Experiment: Fire]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''|| ||[[Experiment: Water]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''||Yes||[[Experiment: Water]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''|| ||[[Experiment: Water]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''|| ||[[Experiment: Water]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''|| ||[[Experiment: Nature]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''|| ||[[Experiment: Nature]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''||Yes||[[Experiment: Nature]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''|| ||[[Experiment: Nature]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''|| ||[[Experiment: Nature]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''|| ||[[Experiment: Nature]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''|| ||[[Experiment: Nature]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''||Yes||[[Experiment: Nature]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''|| ||[[Experiment: Earth]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''|| ||[[Experiment: Earth]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''|| ||[[Experiment: Earth]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''||Yes||[[Experiment: Earth]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''|| ||[[Experiment: Earth]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''||Yes||[[Experiment: Earth]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''|| ||[[Experiment: Electricity]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''||Yes||[[Experiment: Electricity]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''|| ||[[Experiment: Electricity]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''|| ||[[Experiment: Electricity]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''||Yes||[[Experiment: Electricity]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''|| ||[[Experiment: Darkness]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''|| ||[[Experiment: Darkness]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''|| ||[[Experiment: Darkness]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''|| ||[[Experiment: Light]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''||Yes||[[Experiment: Light]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''|| ||[[Experiment: Light]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''||Yes||[[Experiment: Light]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''|| ||[[Experiment: Air]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''|| ||[[Experiment: Air]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''|| ||[[Experiment: Air]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''|| ||[[Experiment: Neutral]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''|| ||[[Experiment: Neutral]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''|| ||[[Experiment: Neutral]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''|| ||[[Experiment: Neutral]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''|| ||[[Experiment: Neutral]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''|| ||[[Experiment: Neutral]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''|| ||[[Experiment: Universal]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''|| ||[[Experiment: Universal]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''|| ||[[Experiment: Universal]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''|| ||[[Experiment: Gems]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''|| ||[[Experiment: Gems]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''|| ||[[Experiment: Exotic]]||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''|| ||[[Arcade]]: Shop||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''||Yes||[[Arcade]]: Shop||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''|| ||[[Arcade]]: Shop||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''|| ||[[Arcade]]: Shop||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''||Yes||[[Arcade]]: Reward||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''|| ||[[Arcade]]: Secret||&amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu after beating Perfect Space once&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''|| ||Challenge: 1||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''|| ||Challenge: 3||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''||Yes||Challenge: 4||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''|| ||Challenge: 5||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''|| ||Challenge: 6||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''|| ||Artifact: Metal Plating||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''||Yes||Artifact: Incendiary Device||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of fate'''|| ||Artifact: Dice of Fate||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''|| ||Era Experiment: Neutral||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''|| ||Era Experiment: Neutral||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''|| ||Era Experiment: Neutral||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''|| ||Era Experiment: Neutral||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''|| ||Era Experiment: Neutral||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''|| ||Era Experiment: Fire||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''|| ||Era Experiment: Fire||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice breath'''|| ||Era Experiment: Water||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''|| ||Era Experiment: Water||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''||Yes||Era Experiment: Water||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''|| ||Era Experiment: Earth||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''|| ||Era Experiment: Earth||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''||Yes||Era Experiment: Earth||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''|| ||Era Experiment: Nature||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''|| ||Era Experiment: Nature||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''||Yes||Era Experiment: Nature||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''|| ||Era Experiment: Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''|| ||Era Experiment: Electricity||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''||Yes||Era Experiment: Air||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''||Yes||Era Experiment: Darkness||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''||Yes||Era Experiment: Light||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''||Yes||Era Experiment: Light||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''|| ||Era Experiment: Universal||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''|| ||Era Experiment: Universal||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''|| ||Era Experiment: Universal||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''||Yes||Era Experiment: Universal||&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. The infinity grid starts in the centre with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||16|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||17||18||19|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||20||21|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||22||23||24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||10 OC&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||1 OC&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||100 SP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||10 SP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||1 SP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||100 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||10 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||10 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||1 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||100 QI&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||1 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Critical'''|| ||9||10 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||100 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||10 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||10 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||16||10 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||19||100 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||10 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||17||100 SX&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||20||1 SP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||10 SP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||22||100 SP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||23||1 OC&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||24||10 OC&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&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;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Firedmercury21</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Region&amp;diff=1211</id>
		<title>Region</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Region&amp;diff=1211"/>
		<updated>2021-03-18T09:43:19Z</updated>

		<summary type="html">&lt;p&gt;Firedmercury21: Created page with &amp;quot;Regions are different areas where you can fight. They contain different types of enemies, and enemy health and damage increase the higher the region. You can also randomly unl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Regions are different areas where you can fight. They contain different types of enemies, and enemy health and damage increase the higher the region. You can also randomly unlock modules from the regions. Currently, there are 15 regions:&lt;br /&gt;
&lt;br /&gt;
===== Forest =====&lt;br /&gt;
Paths: 4&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Fire, Nature, Earth.&lt;br /&gt;
&lt;br /&gt;
Modules: Basic Bounce, Multishot, Nature's Touch, Nature Burst, Earth Attack, Fire Attack, Nature Attack, Fire Burst, Earth Burst, Elemental Resistance, Fire Resistance, Earth Resistance, Nature Resistance, Wave Resources.&lt;br /&gt;
&lt;br /&gt;
===== Desert =====&lt;br /&gt;
Paths: 6&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Light, Fire, Earth.&lt;br /&gt;
&lt;br /&gt;
Modules: Light Attack, Light Burst, Air Attack, Air Burst, Electricity Attack, Electricity Burst, Simple Heal, Granite Foundation, Light Resistance, Air Resistance, Electricity Resistance, Energy, Energy Regeneration.&lt;br /&gt;
&lt;br /&gt;
===== Winter =====&lt;br /&gt;
Paths: 4&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Light, Darkness, Water, Earth, Universal.&lt;br /&gt;
&lt;br /&gt;
Modules: Darkness Attack, Darkness Burst, Water Attack, Water Burst, Splash, Bash, Darkness Resistance, Water Resistance, Basic Shield, Boss shield, Moon Energy.&lt;br /&gt;
&lt;br /&gt;
===== Underground =====&lt;br /&gt;
Paths: 4&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Fire, Darkness, Nature, Air, Earth, Universal.&lt;br /&gt;
&lt;br /&gt;
Modules: Soul Harvesting, Darkness Armor, Air Armor, Earth Armor, Nature Armor, Shelter, Transmute, Offensive Pack, Defensive Pack.&lt;br /&gt;
&lt;br /&gt;
===== Volcano =====&lt;br /&gt;
Paths: 3&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Light, Electricity, Fire, Darkness, Earth, Universal&lt;br /&gt;
&lt;br /&gt;
Modules: Firestorm, Burning Attack, Light Armor, Fire Armor, Water Armor, Electricity Armor, Magma Foundation.&lt;br /&gt;
&lt;br /&gt;
===== High Mountain =====&lt;br /&gt;
Paths: 5&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Light, Nature, Air, Water, Earth, Universal.&lt;br /&gt;
&lt;br /&gt;
Modules: Divine Blessing, Light Splash, Fire Splash, Electricity Splash, Air Splash, Air Shell, Air Barrier, Bulletproof, Shield Recharger&lt;br /&gt;
&lt;br /&gt;
===== Jungle =====&lt;br /&gt;
Paths: 4&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Light, Fire, Darkness, Nature, Air, Water, Earth.&lt;br /&gt;
&lt;br /&gt;
Modules: Lifeleech, Earth Splash, Water Splash, Nature Splash, Darkness Splash, Nature Shell, Earth Shell, Water Shell, Nature Barrier, Earth Barrier, Water Barrier&lt;br /&gt;
&lt;br /&gt;
===== Metallic Ruins =====&lt;br /&gt;
Paths: 7&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Light, Electricity, Fire, Air, Earth, Universal.&lt;br /&gt;
&lt;br /&gt;
Modules: Sparks, Fire Shell, Electricity Shell, Light Shell, Fire Barrier, Electricity Barrier, Light Barrier, Diamond Foundation.&lt;br /&gt;
&lt;br /&gt;
===== Beach =====&lt;br /&gt;
Paths: 4&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Light, Darkness, Nature, Air, Water, Earth.&lt;br /&gt;
&lt;br /&gt;
Modules: Execution, Rapidfire, Advanced Splash, Super Multishot, Darkness Barrier, Air Exchange, Fire Exchange, Water Exchange, Earth Exchange, Nature Exchange, Electricity Exchange, Light Exchange, Darkness Exchange, Sun Energy.&lt;br /&gt;
&lt;br /&gt;
===== Ocean =====&lt;br /&gt;
Paths: 5&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Darkness, Nature, Water, Universal.&lt;br /&gt;
&lt;br /&gt;
Modules: Ice Shards, Fire Impetus, Water Impetus, Earth Impetus, Air Impetus, Nature Impetus, Electricity Impetus, Light Impetus, Darkness Impetus, Darkness Shell, Frost Aura.&lt;br /&gt;
&lt;br /&gt;
===== Neutral =====&lt;br /&gt;
Paths: 5&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Universal&lt;br /&gt;
&lt;br /&gt;
Modules: Neutral Boost, Fire Boost, Water Boost, Earth Boost, Air Boost, Electricity Boost, Nature Boost, Light Boost, Darkness Boost, Universal Boost, Neutral Exchange, Universal Exchange.&lt;br /&gt;
&lt;br /&gt;
===== Dark Realm =====&lt;br /&gt;
Paths: 8&lt;br /&gt;
&lt;br /&gt;
Enemy types: Fire, Darkness, Water, Earth, Universal&lt;br /&gt;
&lt;br /&gt;
Modules: Darkness Crit, Fire Crit, Earth Crit, Water Crit, Fire Subsistence, Water Subsistence, Earth Subsistence, Air Subsistence, Nature Subsistence, Light Subsistence, Darkness Subsistence, Electricity Subsistence.&lt;br /&gt;
&lt;br /&gt;
===== Heaven =====&lt;br /&gt;
Paths: 6&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Light, Electricity, Nature, Air, Universal&lt;br /&gt;
&lt;br /&gt;
Modules: Light Crit, Nature Crit, Air Crit, Electricity Crit, Fire Protection, Water Protection, Air Protection, Earth Protection, Nature Protection, Electricity Protection, Light Protection, Darkness Protection.&lt;br /&gt;
&lt;br /&gt;
===== Universe =====&lt;br /&gt;
Paths: 4&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Light, Electricity, Fire, Darkness, Water, Earth, Universal&lt;br /&gt;
&lt;br /&gt;
Modules: Fire Block, Water Block, Air Block, Electricity Block, Darkness Block, Earth Block, Nature Block, Light Block.&lt;br /&gt;
&lt;br /&gt;
===== Chaos =====&lt;br /&gt;
Paths: 10&lt;br /&gt;
&lt;br /&gt;
Enemy types: Neutral, Light, Electricity, Fire, Darkness, Nature, Air, Water, Earth, Universal&lt;br /&gt;
&lt;br /&gt;
Modules: Neutral Focus, Fire Focus, Water Focus, Earth Focus, Nature Focus, Air Focus, Light Focus, Darkness Focus, Universal Focus, Electricity Focus, Super Tower&lt;/div&gt;</summary>
		<author><name>Firedmercury21</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1208</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1208"/>
		<updated>2021-03-18T08:24:06Z</updated>

		<summary type="html">&lt;p&gt;Firedmercury21: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including a higher maximum [[modules|module]] tier, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier 2&lt;br /&gt;
*[[Construction Firm]] T3&lt;br /&gt;
&lt;br /&gt;
==Tier 2==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier 3&lt;br /&gt;
*Construction Firm T4&lt;br /&gt;
&lt;br /&gt;
==Tier 3==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
&lt;br /&gt;
==Tier 4==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
&lt;br /&gt;
==Tier 5==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: Unrestricted&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
&lt;br /&gt;
==Tier 6==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
&lt;br /&gt;
==Tier 7==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
*Reach Wave 1M&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: WAVE_PERSISTENCE.DLL, WAVE_INSTABILITY.SYS, WAVE_VORTEX.LIB, WAVE_CATALYST.RAR, WAVE_ENDURANCE.BIN&lt;br /&gt;
*Modules: T1(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era)==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Era 1&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Era Workshop]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: NEW_BOUNDS.DATA, WAVE_MARATHON.PY, WAVE_COMPRESSION.DLL &lt;br /&gt;
&lt;br /&gt;
==Tier 9==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (bonus)&lt;br /&gt;
*New software: ERA_SURGE.EXE&lt;br /&gt;
*Modules start at T2 maxed&lt;br /&gt;
&lt;br /&gt;
==Tier 10==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: ERA_BURST.DEB&lt;br /&gt;
&lt;br /&gt;
==Tier 11==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made! (Disable neutral past era 1 million to receive the neutral infinity stone)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
*Modules start at T3 maxed&lt;br /&gt;
*New software: ERA_SWIRL.ZIB2&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity)==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Era 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Infinity Workshop]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: NO_BOUNDS.DATA&lt;br /&gt;
&lt;br /&gt;
==Tier 13==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
*Modules start at T4 maxed&lt;br /&gt;
&lt;br /&gt;
==Tier 14==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: WAVE_FLOOR.DB, ERA_FLOOR.DB, ERA_HORIZON.DLL&lt;br /&gt;
&lt;br /&gt;
==Tier 15==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*400 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 3000&lt;br /&gt;
*Reach Infinity in 15 regions&lt;br /&gt;
*Dr. Cubical's idea! (Unlock all Infinity Stones)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 5&lt;br /&gt;
*Modules start at T5 maxed&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Firedmercury21</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1207</id>
		<title>Military Tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_Tier&amp;diff=1207"/>
		<updated>2021-03-18T08:16:39Z</updated>

		<summary type="html">&lt;p&gt;Firedmercury21: Added more detail to the ??? requirements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|game progression}}&lt;br /&gt;
'''Military Tier''' is the game's prestige system. Increasing the military tier grants the player various rewards including a higher maximum [[modules|module]] tier, new [[buildings]], [[Headquarters#Software|software]], [[Statue of Cubos#Bosses|bosses]] and other features.&lt;br /&gt;
&lt;br /&gt;
Increasing the military tier will reset all modules to their base level, and all town resources (not including gems and exotic gems) will be lost.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Tier 1==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*10 modules maximized&lt;br /&gt;
*3 [[region|regions]] unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier 2&lt;br /&gt;
*[[Construction Firm]] T3&lt;br /&gt;
&lt;br /&gt;
==Tier 2==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*25 modules maximized&lt;br /&gt;
*5 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier 3&lt;br /&gt;
*Construction Firm T4&lt;br /&gt;
&lt;br /&gt;
==Tier 3==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*40 modules maximized&lt;br /&gt;
*7 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 4&lt;br /&gt;
*Construction Firm T5&lt;br /&gt;
**[[Construction Firm#Beacons|Beacons]]&lt;br /&gt;
*New software: CRITICAL_WAVEJUMP.ZIP&lt;br /&gt;
&lt;br /&gt;
==Tier 4==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*60 modules maximized&lt;br /&gt;
*9 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: 5&lt;br /&gt;
*[[Headquarters#Facility AI|Facility AI]]&lt;br /&gt;
*Boss 2&lt;br /&gt;
&lt;br /&gt;
==Tier 5==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*100 modules maximized&lt;br /&gt;
*12 regions unlocked&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Max. module tier: Unrestricted&lt;br /&gt;
*New software: WAVE_MOMENTUM.INF&lt;br /&gt;
&lt;br /&gt;
==Tier 6==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*120 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 625&lt;br /&gt;
*15 regions unlocked&lt;br /&gt;
*Boss 2 defeated&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 3&lt;br /&gt;
*[[Town Perks]]&lt;br /&gt;
*New software: WAVE_STORM.JSLIB&lt;br /&gt;
&lt;br /&gt;
==Tier 7==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*135 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 750&lt;br /&gt;
*Reach Wave 1M&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New software: WAVE_PERSISTENCE.DLL, WAVE_INSTABILITY.SYS, WAVE_VORTEX.LIB, WAVE_CATALYST.RAR, WAVE_ENDURANCE.BIN&lt;br /&gt;
*Modules: T1(Maxed)&lt;br /&gt;
&lt;br /&gt;
==Tier 8 (Era)==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*150 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 825&lt;br /&gt;
*Reach Era 1&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Era|Era Workshop]]&lt;br /&gt;
**Beginning of [[Era]]&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Tier 9==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*175 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1075&lt;br /&gt;
*Reach Era 5&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Workshop (bonus)&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
*Modules start at T2 maxed&lt;br /&gt;
&lt;br /&gt;
==Tier 10==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*200 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1250&lt;br /&gt;
*Reach Era 1000&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 4&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Tier 11==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*215 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1450&lt;br /&gt;
*Reach Era 10M&lt;br /&gt;
*Discovery made! (Disable neutral past era 1 million to receive the neutral infinity stone)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity Board&lt;br /&gt;
*Modules start at T3 maxed&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Tier 12 (Infinity)==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*225 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1625&lt;br /&gt;
*Reach Era 100B&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*[[Workshop#Infinity|Infinity Workshop]]&lt;br /&gt;
**Beginning of [[Infinity]]&lt;br /&gt;
*New software: No Bounds&lt;br /&gt;
&lt;br /&gt;
==Tier 13==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*250 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 1875&lt;br /&gt;
*Reach Infinity in 3 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Infinity stone upgrades&lt;br /&gt;
*Modules start at T4 maxed&lt;br /&gt;
&lt;br /&gt;
==Tier 14==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*265 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 2125&lt;br /&gt;
*Reach Infinity in 10 regions&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*New Infinity perks&lt;br /&gt;
*New software: {{Unknown}}&lt;br /&gt;
&lt;br /&gt;
==Tier 15==&lt;br /&gt;
===Requirements===&lt;br /&gt;
&lt;br /&gt;
*400 modules unlocked&lt;br /&gt;
*Total module tier &amp;gt;= 3000&lt;br /&gt;
*Reach Infinity in 15 regions&lt;br /&gt;
*Dr. Cubical's idea! (Unlock all Infinity Stones)&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
&lt;br /&gt;
*Boss 5&lt;br /&gt;
*Modules start at T5 maxed&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Firedmercury21</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1166</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=1166"/>
		<updated>2021-03-13T14:26:55Z</updated>

		<summary type="html">&lt;p&gt;Firedmercury21: Added Era Horizon to software and changed New/No Bounds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
[[File:Purple resource.png|left]]&lt;br /&gt;
The '''Headquarters''' is a building where you can upgrade your [[Military Tier]], purchase and install software to speed up [[Tower Testing]], or access the [[AI]] scripting feature.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Each tier adds 2 extra server slots.&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Can be purchased to gain special effects in the [[New Round|core game]]; the contract's conditions must be met to gain the effects while the contract is also active. &lt;br /&gt;
&lt;br /&gt;
Click the time button of a contract cycles between the contract length options, which also cycles through the costs. Contracts can be bought for permanent use at high costs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Time!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|10 Minutes||20&lt;br /&gt;
|-&lt;br /&gt;
|1 Hour||4000&lt;br /&gt;
|-&lt;br /&gt;
|5 Hours||80,000&lt;br /&gt;
|-&lt;br /&gt;
|24 Hours||1.6M&lt;br /&gt;
|-&lt;br /&gt;
|Forever||125T&lt;br /&gt;
|}&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Condition: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Condition: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Condition : Use min. 1 [[Modules|Module]] of each type (offensive, defensive, utility and ultimate)&lt;br /&gt;
&lt;br /&gt;
Bonus : 3x Resources&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Servers===&lt;br /&gt;
[[File:Server.png|thumb]] Servers must be purchased in order to hold more CPU and RAM. Servers increase in cost as more are owned. The player can have a maximum of 16 servers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Server!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1||100&lt;br /&gt;
|-&lt;br /&gt;
|2||1,000&lt;br /&gt;
|-&lt;br /&gt;
|3||10,000&lt;br /&gt;
|-&lt;br /&gt;
|4||100,000&lt;br /&gt;
|-&lt;br /&gt;
|5||1M&lt;br /&gt;
|-&lt;br /&gt;
|6||10M&lt;br /&gt;
|-&lt;br /&gt;
|7||100M&lt;br /&gt;
|-&lt;br /&gt;
|8||1B&lt;br /&gt;
|-&lt;br /&gt;
|9||10B&lt;br /&gt;
|-&lt;br /&gt;
|10||100B&lt;br /&gt;
|-&lt;br /&gt;
|11||1T&lt;br /&gt;
|-&lt;br /&gt;
|12||10T&lt;br /&gt;
|-&lt;br /&gt;
|13||100T&lt;br /&gt;
|-&lt;br /&gt;
|14||1Qa&lt;br /&gt;
|-&lt;br /&gt;
|15||10Qa&lt;br /&gt;
|-&lt;br /&gt;
|16||100Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CPU===&lt;br /&gt;
[[File:CPU.png|thumb]] CPU increases the speed at which new technology is researched. Each server can hold a maximum of 27.49 THz CPU. The maximum amount of CPU possible (with 16 servers) is 21.99 THz.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each CPU upgrade is {{Math|(4 × 5&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of speed each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 40)}} KHz&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Speed!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Basic Onboard Circuit||25 Hz||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Cubical Series Basic||100 Hz||20&lt;br /&gt;
|-&lt;br /&gt;
|2||Cubical Series X2||400 Hz||100&lt;br /&gt;
|-&lt;br /&gt;
|3||Cubical Series X4||1.6 KHz||500&lt;br /&gt;
|-&lt;br /&gt;
|4||Cubical Series X4-M||6.4 KHz||2500&lt;br /&gt;
|-&lt;br /&gt;
|5||Phantom Series||25.6 KHz||12500&lt;br /&gt;
|-&lt;br /&gt;
|6||Phantom Series II-M||102.4 KHz||62500&lt;br /&gt;
|-&lt;br /&gt;
|7||Phantom Series X||409.6 KHz||312500&lt;br /&gt;
|-&lt;br /&gt;
|8||Phantom Series Dual X||1.64 MHz||1.56 M&lt;br /&gt;
|-&lt;br /&gt;
|9||Athlete Series Neo||6.55 MHz||7.81 M&lt;br /&gt;
|-&lt;br /&gt;
|10||Athlete Series X2||26.21 MHz||39.06 M&lt;br /&gt;
|-&lt;br /&gt;
|11||Athlete Series X4-FX||104.86 MHz||195.31 M&lt;br /&gt;
|-&lt;br /&gt;
|12||Athlete Series Titan||419.43 MHz||976.56 M&lt;br /&gt;
|-&lt;br /&gt;
|13||Fire Core i3||1.68 GHz||4.88 B&lt;br /&gt;
|-&lt;br /&gt;
|14||Fire Core i5||6.71 GHz||24.41 B&lt;br /&gt;
|-&lt;br /&gt;
|15||Fire Core i7||26.84 GHz||122.07 B&lt;br /&gt;
|-&lt;br /&gt;
|16||Fire Core i9||107.37 GHz||610.35 B&lt;br /&gt;
|-&lt;br /&gt;
|17||Fire Core i9-X||429.5 GHz||3.05 T&lt;br /&gt;
|-&lt;br /&gt;
|18||Phoenix Series Quad-Core||1.72 THz||15.26 T&lt;br /&gt;
|-&lt;br /&gt;
|19||Phoenix Series Octa-Core||6.87 THz||76.29 T&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix Series X16 Supernova||27.49 THz||381.47 T&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RAM===&lt;br /&gt;
[[File:RAM.png|thumb]] RAM increases the number of lines that an AI Script can hold. Each server can hold a maximum of 1.1 PB RAM. The maximum amount of RAM possible (with 16 servers) is 17.59 PB, which allows 22 lines per AI script.&lt;br /&gt;
&lt;br /&gt;
The formula for the cost of each RAM upgrade is {{Math|(6&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt; / 0.6)}}&lt;br /&gt;
&lt;br /&gt;
The formula for the amount of memory each tier grants is {{Math|(4&amp;lt;sup&amp;gt;''tier''&amp;lt;/sup&amp;gt;)}} KB&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Name!!Memory!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|0||Small onboard chip||1000 B||-&lt;br /&gt;
|-&lt;br /&gt;
|1||Basic static RAM chip||4 KB||10&lt;br /&gt;
|-&lt;br /&gt;
|2||{{Unknown}}||16 KB||60&lt;br /&gt;
|-&lt;br /&gt;
|3||{{Unknown}}||64 KB||360&lt;br /&gt;
|-&lt;br /&gt;
|4||{{Unknown}}||256 KB||2160&lt;br /&gt;
|-&lt;br /&gt;
|5||{{Unknown}}||1.02 MB||12960&lt;br /&gt;
|-&lt;br /&gt;
|6||{{Unknown}}||4.1 MB||77760&lt;br /&gt;
|-&lt;br /&gt;
|7||{{Unknown}}||16.38 MB||466560&lt;br /&gt;
|-&lt;br /&gt;
|8||{{Unknown}}||65.54 MB||2.8 M&lt;br /&gt;
|-&lt;br /&gt;
|9||{{Unknown}}||262.14 MB||16.8 M&lt;br /&gt;
|-&lt;br /&gt;
|10||{{Unknown}}||1.05 GB||100.78 M&lt;br /&gt;
|-&lt;br /&gt;
|11||{{Unknown}}||4.19 GB||604.66 M&lt;br /&gt;
|-&lt;br /&gt;
|12||{{Unknown}}||16.78 GB||3.63 B&lt;br /&gt;
|-&lt;br /&gt;
|13||{{Unknown}}||67.11 GB||21.77 B&lt;br /&gt;
|-&lt;br /&gt;
|14||{{Unknown}}||268.44 GB||130.61 B&lt;br /&gt;
|-&lt;br /&gt;
|15||{{Unknown}}||1.07 TB||783.64 B&lt;br /&gt;
|-&lt;br /&gt;
|16||{{Unknown}}||4.29 TB||4.7 T&lt;br /&gt;
|-&lt;br /&gt;
|17||{{Unknown}}||17.18 TB||28.21 T&lt;br /&gt;
|-&lt;br /&gt;
|18||{{Unknown}}||68.72 TB||169.27 T&lt;br /&gt;
|-&lt;br /&gt;
|19||{{Unknown}}||274.88 TB||1.02 Qa&lt;br /&gt;
|-&lt;br /&gt;
|20||Phoenix DDR5 Gargantuan||1.1 PB||6.09 Qa&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
*'''Autoskip:''' When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
*'''Wave Streaming:''' Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
*'''Wave Surge:''' Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
*'''Critical Wavejump :''' Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
*'''Facility AI:''' Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
*'''Wave Momentum :''' Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
*'''Wave Persistence :''' Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
*'''Wave Instability :''' Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
*'''Wave Vortex :''' Removes the warm-up time from wave streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
*'''Wave Catalyst :''' Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 100M.&lt;br /&gt;
*'''Wave Endurance :''' Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
*'''New Bounds :''' [[Endless mode|Endless mode]] starts at [[Era]] 1 if the highest record in the current region and difficulty is equal to or bigger than Era 1.&lt;br /&gt;
*'''Era Surge:''' Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
*'''Era Burst:''' Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% burst for Era Burst&lt;br /&gt;
*'''Era Swirl:''' Increases the amount of eras skipped the greater your gap to era 100B is. Has no effect if your current era is bigger than 100B.&lt;br /&gt;
*'''Wave Horizon:''' Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current infinity is below 1.&lt;br /&gt;
*'''No Bounds:''' Endless mode starts at [[Infinity]] 1 if the highest record in the current region and difficulty is equal to or bigger than Infinity 1.&lt;br /&gt;
*'''Wave Floor:''' Prevents the wave counter from going below 100M if the highest era in the current region is bigger than 0.&lt;br /&gt;
*'''Era Floor:''' Prevents the era counter from going below 100M if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
*'''Era Horizon:''' As long as this software is active, each difficulty in each region with a highscore equal to or greater than Infinity 1 multiplies the amount of eras skipped using era software by 4 (additively) and the exponent of era burst by 0.002 (additively). Removes the Era/Infinity restriction of Era Swirl as well.&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
{{Main|Military Tier}}&lt;br /&gt;
&lt;br /&gt;
In the military tab you can soft prestige after maximizing a specific number of modules and unlocking a specific number of regions.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, software, bosses, and features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 1, and will eventually reach Tier 5, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. Infinity content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
{{Main|AI}}&lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Sponsoring''' - Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
*'''Dealbreaker''' - Allows you to cancel non-forever contracts. Does not refund any resources!&lt;br /&gt;
*'''Offline Installing''' - Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Firedmercury21</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Enemies&amp;diff=942</id>
		<title>Enemies</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Enemies&amp;diff=942"/>
		<updated>2021-02-25T15:26:47Z</updated>

		<summary type="html">&lt;p&gt;Firedmercury21: Added all era powers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;normal facts about enemies&lt;br /&gt;
&lt;br /&gt;
classes, bonis&lt;br /&gt;
&lt;br /&gt;
==  SPOILER: Era powers: ==&lt;br /&gt;
&lt;br /&gt;
===== Neutral =====&lt;br /&gt;
Kills: Deals 25% additional random-element damage.&lt;br /&gt;
&lt;br /&gt;
Hits: Non-neutral tower damage is reduce by 95%.&lt;br /&gt;
&lt;br /&gt;
===== Fire =====&lt;br /&gt;
Kills: Ignores shield.&lt;br /&gt;
&lt;br /&gt;
Hits: Explodes on death.&lt;br /&gt;
&lt;br /&gt;
===== Water =====&lt;br /&gt;
Kills: Slows the tower by 250%&lt;br /&gt;
&lt;br /&gt;
Hits: 80% to reduce damage to 10% of MAX. HP.&lt;br /&gt;
&lt;br /&gt;
===== Nature =====&lt;br /&gt;
Kills:100% Lifesteal.&lt;br /&gt;
&lt;br /&gt;
Hits: +25% HP/sec. &amp;amp; +5% MAX. HP/sec.&lt;br /&gt;
&lt;br /&gt;
===== Earth =====&lt;br /&gt;
Kills: Chance to stun the tower.&lt;br /&gt;
&lt;br /&gt;
Hits: 55% chance to block incoming damage.&lt;br /&gt;
&lt;br /&gt;
===== Electricity =====&lt;br /&gt;
Kills: Warp / Dash Movement.&lt;br /&gt;
&lt;br /&gt;
Hits: Reflects 10% of incoming damage.&lt;br /&gt;
&lt;br /&gt;
===== Air =====&lt;br /&gt;
Kills: Always ranged + Impetus.&lt;br /&gt;
&lt;br /&gt;
Hits: Immune to stun.&lt;br /&gt;
&lt;br /&gt;
===== Darkness =====&lt;br /&gt;
Kills: Deals 25% of current tower hp as pure damage.&lt;br /&gt;
&lt;br /&gt;
Hits: Invisible until close range.&lt;br /&gt;
&lt;br /&gt;
===== Light =====&lt;br /&gt;
Kills: Reduces resistance against all elements.&lt;br /&gt;
&lt;br /&gt;
Hits: Shield that grants 1 sec. invulnerability.&lt;br /&gt;
&lt;br /&gt;
===== Universal =====&lt;br /&gt;
Kills: +100% damage split across all elements.&lt;br /&gt;
&lt;br /&gt;
Hits: 40% chance to fully heal after lethal hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Firedmercury21</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=844</id>
		<title>Headquarters</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Headquarters&amp;diff=844"/>
		<updated>2021-02-10T03:52:40Z</updated>

		<summary type="html">&lt;p&gt;Firedmercury21: Said that infinity content starts at MT12.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=8|ConversionRate=750|Image=Hq.png|Color=Purple|ColorCode=purple}}&lt;br /&gt;
The headquarters is a building where you can upgrade servers which install programs that speed up the core game.&lt;br /&gt;
&lt;br /&gt;
It is also used to soft prestige the military.&lt;br /&gt;
&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the Headquarters does almost nothing currently.&lt;br /&gt;
&lt;br /&gt;
Each tier adds 2 extra server slots (Technology)&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Can be purchased to gain special effects in the [[New Round|core game]]; the contract's conditions must be met to gain the effects while the contract is also active. &lt;br /&gt;
&lt;br /&gt;
Click the time button of a contract cycles between the contract length options, which also cycles through the costs. Contracts can be bought for permanent use at high costs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Time!!Cost&lt;br /&gt;
|-&lt;br /&gt;
|10 Minutes||20&lt;br /&gt;
|-&lt;br /&gt;
|1 Hour||4000&lt;br /&gt;
|-&lt;br /&gt;
|5 Hours||80,000&lt;br /&gt;
|-&lt;br /&gt;
|24 Hours||1.6M&lt;br /&gt;
|-&lt;br /&gt;
|Forever||125T&lt;br /&gt;
|}&lt;br /&gt;
===Pacifist===&lt;br /&gt;
Condition: Use max. 1 offensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 8x Resources&lt;br /&gt;
&lt;br /&gt;
===Glass Cannon===&lt;br /&gt;
Condition: Use max. 1 defensive [[Modules|module]].&lt;br /&gt;
&lt;br /&gt;
Bonus: 4x Resources&lt;br /&gt;
&lt;br /&gt;
===Colorful===&lt;br /&gt;
Condition : Use min. 1 [[Modules|Module]] of each type (offensive, defensive, utility and ultimate)&lt;br /&gt;
&lt;br /&gt;
Bonus : 3x Resources&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Used to buy and upgrade servers. Each server costs more than the last. &lt;br /&gt;
&lt;br /&gt;
The CPU speeds up the installation of programs in the Software tab.&lt;br /&gt;
&lt;br /&gt;
The RAM increases the amount of lines any specific program in the Facility AI can hold.&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
Install programs to speed up the core game. The programs are:&lt;br /&gt;
&lt;br /&gt;
*'''Autoskip:''' When activated it removes the waiting time between waves once all enemies have spawned and therefore slightly speeds up wave progression on lower difficulties.&lt;br /&gt;
*'''Wave Streaming:''' Slowly accelerates enemies while at the same time decreasing the spawn interval duration yielding a much higher wave progression speed.&lt;br /&gt;
*'''Wave Surge:''' Improves wave streaming by increasing the maximum acceleration limit. After a certain amount of time entire waves are being skipped. ''Skipped waves do not trigger wave related module effects!''&lt;br /&gt;
*'''Critical Wavejump :''' Provides a 1% chance to skip waves equal to 5% of your wave record of the current region and difficulty whenever you proceed to the next wave as long as you are below your previous record. Only works in [[Endless mode|endless mode]]!&lt;br /&gt;
*'''Facility AI:''' Unlocks the Facility AI which includes some basic programmable logic scripts.&lt;br /&gt;
*'''Wave Momentum :''' Everytime the tower destroys an enemy in [[Endless mode|endless mode]] you gain one more wave the next time the wave counter changes. Afterwards the destroyed enemy counter resets. Only works in endless mode!&lt;br /&gt;
*'''Wave Persistence :''' Improves Wave Momentum by resetting the destroyed enemy counter only to 90% of its previous value instead of zero.&lt;br /&gt;
*'''Wave Instability :''' Improves Critical Wavejump by increasing its chance to trigger by another 4% and increases the skipped amount to 10% of your previous record.&lt;br /&gt;
*'''Wave Vortex :''' Removes the warm-up time from wave streaming and further increases the wave acceleration speed. Can be combined with Wave Surge.&lt;br /&gt;
*'''Wave Catalyst :''' Increases the speed of Wave Streaming based on the amount of waves skipped everytime Critical Wavejump triggers. Has no effect if the wave acceleration factor already exceed 100M.&lt;br /&gt;
*'''Wave Endurance :''' Increases the acceleration of Wave Streaming by 5% per second. (This means that the acceleration gets accelerated over time.)&lt;br /&gt;
*'''New Bounds :''' [[Endless mode|Endless mode]] starts at [[Era]] 1.&lt;br /&gt;
*'''Era Surge:''' Skips to the next [[Era]] every 10 times the wave counter changes. Only works if the current Era is at least 1.&lt;br /&gt;
*'''Era Burst:''' Skips (Total amount of waves skipped)^0.5 eras whenever the wave counter changes. If Era Surge is active then its effect will change to a 10% burst for Era Burst&lt;br /&gt;
*'''Era Swirl:''' Increases the amount of eras skipped the greater your gap to era 100B is. Has no effect if your current era is bigger than 100B.&lt;br /&gt;
*'''Wave Horizon:''' Multiplies the acceleration speed of wave streaming by 25 for each region and difficulty with a highscore equal or greater than era 1. Only works if current infinity is below 1.&lt;br /&gt;
*'''No Bounds:''' Endless mode starts at [[Infinity]] 1&lt;br /&gt;
*'''Wave Floor:''' Prevents the wave counter from going below 100M if the highest era in the current region is bigger than 0.&lt;br /&gt;
*'''Era Floor:''' Prevents the era counter from going below 100M if the highest infinity in the current region is bigger than 0.&lt;br /&gt;
&lt;br /&gt;
There is another technical limit for speed which is compensated by skipping waves leading to a higher resources/sec increase at the cost of missing out a few enemies.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
In the military tab you can soft prestige after maximizing a specific number of modules and unlocking a specific number of regions.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reward the player with higher maximum modules tier, new buildings, softwares, bosses, and features.&lt;br /&gt;
&lt;br /&gt;
Prestiging will reset the level of all modules, as well as losing all your cubes. To compensate this, you are rewarded some gems.&lt;br /&gt;
&lt;br /&gt;
Prestiging will not make you lose gems, exotic gems, or non-cube building resources.&lt;br /&gt;
&lt;br /&gt;
You will start at Tier 1, and will eventually reach Tier 5, unlocking access to the [[AI]]. Upon reaching tier 8, you will unlock access to [[Era]] content. Infinity content is available at Tier 12.&lt;br /&gt;
&lt;br /&gt;
==Facility AI==&lt;br /&gt;
main article : [[AI]] &lt;br /&gt;
&lt;br /&gt;
The Facility AI is a section unlocked by attaining military prestige 4 and installing it from software section. The AI allows for multiple automation tasks to be performed, including refreshing [[Mine]] layers, combining power stones at the [[Museum]], using active modules automatically, or simply clicking at specific locations on the screen.&lt;br /&gt;
==Skills==&lt;br /&gt;
'''Sponsoring :''' Decreases the resource conversion rate of the headquarters by 5 for each completed difficulty in normal mode. Takes all unlocked regions into account.&lt;br /&gt;
&lt;br /&gt;
'''Dealbreaker :''' Allows you to cancel non-forever contracts. Since using this skill does not refund any used resources, and having a contract active does not force you to follow its rules, this skill is not of a high priority to unlock.&lt;br /&gt;
&lt;br /&gt;
'''Offline Installing :''' Allows the headquarters to continue installing software while the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Exotic skills==&lt;br /&gt;
&lt;br /&gt;
==Placeholder text.==&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Firedmercury21</name></author>
		
	</entry>
</feed>