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	<id>https://www.perfecttower2.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jzh</id>
	<title>The Perfect Tower II - User contributions [en]</title>
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	<updated>2026-04-30T10:44:49Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Water&amp;diff=3001</id>
		<title>Experiment: Water</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Water&amp;diff=3001"/>
		<updated>2023-08-21T03:10:54Z</updated>

		<summary type="html">&lt;p&gt;Jzh: Prestige&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WaterExperiment.png|thumb|The Water Experiment]]&lt;br /&gt;
[[File:Experiment Water icon.png|left]]&lt;br /&gt;
The '''Water experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 4.&lt;br /&gt;
&lt;br /&gt;
The goal of the Water Experiment is to pump a certain amount of water and cool said water to a certain temperature.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Experiment==&lt;br /&gt;
The water experiment consists of 2 main parts: the '''Tank''' and the '''Battery'''. The tank can initially hold up to 100 L of water.&lt;br /&gt;
&lt;br /&gt;
Below the Tank are 3 buttons:&lt;br /&gt;
&lt;br /&gt;
*'''Fill''': Fills the tank at a rate of 1 L/s&lt;br /&gt;
*'''Freeze''': Cools the contents of the tank down at a rate of 0.5&amp;amp;deg;C/L/h&lt;br /&gt;
*'''Drain''': Drains the tank at a rate of 1 L/s&lt;br /&gt;
&lt;br /&gt;
Additionally, there is a button below the battery:&lt;br /&gt;
&lt;br /&gt;
*'''Charge''': Charges the battery at a rate of 2 W/s&lt;br /&gt;
&lt;br /&gt;
You can only have 1 of these buttons active at any one time.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
The upgrade store allows you to buy upgrades for the experiment tab. The price of each upgrade starts out at {{cost|100|green}}, and gets multiplied by x100 every time you buy an upgrade. Prestiging (primarily the &amp;quot;Free Upgrade&amp;quot; prestige; &amp;quot;Lowered cost scaling&amp;quot; sucks even when spending upwards of e30 resources) is thus vital to being able to afford them. Upgrades and upgrade costs can be reset with the Reset button, along with all experiment progress; do this if you mess up.&lt;br /&gt;
&lt;br /&gt;
====Pump====&lt;br /&gt;
The base rate at which water is pumped into or drained from the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Rate: 2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 1L / sec., 4 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Tank (Volume)====&lt;br /&gt;
The maximum amount of water that fits into the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Volume: 2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 100L, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Freezer====&lt;br /&gt;
&amp;quot;The base rate at which the freezer cools down the water displayed in &amp;amp;deg;C per L of water per hour.&amp;quot; (It's actually &amp;amp;deg;C times L of water per hour.)&amp;lt;br&amp;gt;&lt;br /&gt;
Rate: 1.9&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * -0.5&amp;amp;deg;C/L/h, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Overfill (Tank)====&lt;br /&gt;
Allows the tank to be filled beyond the maximum at a slower rate. X represents the excess water.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise 1/(1+X*(4.5-lvl/2)), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery (Max.)====&lt;br /&gt;
The maximum amount of power the battery can store. (Should be in Joules, not Watts.)&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: 400W + lvl * 200W, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Power Usage====&lt;br /&gt;
The battery consumption factor of draining, freezing and filling the tank.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: .75&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt; * 100%, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery (Charge)====&lt;br /&gt;
The base rate at which the battery charges up.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: 2&amp;lt;sup&amp;gt;lvl/2&amp;lt;/sup&amp;gt; * 2W / sec., 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Overcharge (Battery)====&lt;br /&gt;
Allows the battery to be filled beyond the maximum at a slower rate. X represents the excess power.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise 1/(1+X*(4.5-lvl/2)), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery Boost (Pump)====&lt;br /&gt;
Allows the battery to multiply the pumping speed. X represents the current power of the battery in W.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: X&amp;lt;sup&amp;gt;0.05*lvl&amp;lt;/sup&amp;gt;, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Battery Boost (Freezer)====&lt;br /&gt;
Allows the battery to multiply the freezing speed. X represents the current power of the battery in W.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: X&amp;lt;sup&amp;gt;0.05*lvl&amp;lt;/sup&amp;gt;, 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Time Boost (Freezer)====&lt;br /&gt;
Increases the freezing speed based on the time spent in the current mode. X represents the time in seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise Log&amp;lt;sub&amp;gt;10-lvl&amp;lt;/sub&amp;gt;(X), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
====Time Boost (Battery)====&lt;br /&gt;
Increases the charging speed of the battery based on the time spent in the current mode. X represents the time in seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Formula: None at lvl 0, otherwise Log&amp;lt;sub&amp;gt;10-lvl&amp;lt;/sub&amp;gt;(X), 8 upgrades.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige drains all of the water from the tank, resets its temperature back to 20&amp;amp;deg;C, the battery back to 0W, and changes the mode to idle (resetting any time bonuses accumulated). With the exotic skill, the water amount, temperature, and battery charge are all retained, and the mode is not switched (current time bonuses are retained). There are two prestige improvements to choose from:&lt;br /&gt;
&lt;br /&gt;
*'''+1 Free Upgrade''': You are able to buy an additional upgrade from the store for no charge.&lt;br /&gt;
*'''Lowered upgrade cost scaling''': Lowers the cost scaling for store upgrades by 8% per level, as well as boosting the battery charge and freezer cooling rate by 3% per level (all bonuses are multiplicative). The price scaling multiplier is &amp;lt;code&amp;gt;100 * .92&amp;lt;sup&amp;gt;prestige&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt; per upgrade, while the charge/cooling rate boost is equal to 1.03&amp;lt;sup&amp;gt;prestige&amp;lt;/sup&amp;gt;. If you have the exotic skill, the cost scaling is applied retroactively.&lt;br /&gt;
&lt;br /&gt;
It is recommended to purchase +1 free upgrade early on, then reset and transition to lowered upgrade cost scaling later on as it will easily outscale the +1 free upgrade.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Volume&amp;lt;br&amp;gt;(Temperature)!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!15L (15&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Water Taste&lt;br /&gt;
|-&lt;br /&gt;
!75L (0&amp;amp;deg;C)&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Frost Nova&lt;br /&gt;
|-&lt;br /&gt;
!200L (-10&amp;amp;deg;C)&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Shield of Frost&lt;br /&gt;
|-&lt;br /&gt;
!500L (-20&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Shatter&lt;br /&gt;
|-&lt;br /&gt;
!1000L (-22&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Extinguish&lt;br /&gt;
|-&lt;br /&gt;
!2500L (-40&amp;amp;deg;C)&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Glacier Spikes&lt;br /&gt;
|-&lt;br /&gt;
!100L (-273&amp;amp;deg;C)&lt;br /&gt;
|[[File:Special Module.png|Defensive|30px]] Absolute Zero&lt;br /&gt;
|-&lt;br /&gt;
!25125L (-35&amp;amp;deg;C)&lt;br /&gt;
| +200% Water damage&lt;br /&gt;
|-&lt;br /&gt;
!5000L (-188&amp;amp;deg;C)&lt;br /&gt;
| +99% Water resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*The water experiment was reworked in update V0.8.4 B1&lt;br /&gt;
*The battery and the whole experiment displays power used as Watts per second (W/s), despite the Watt already being a unit of energy consumption (Joules per second).&lt;br /&gt;
*The module Absolute zero is a reference to the concept of [https://en.wikipedia.org/wiki/Absolute_zero Absolute Zero] in physics.&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Jzh</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Gems&amp;diff=3000</id>
		<title>Experiment: Gems</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Gems&amp;diff=3000"/>
		<updated>2023-08-21T02:57:46Z</updated>

		<summary type="html">&lt;p&gt;Jzh: Gem grinder upgrades, prestige upgrades, prestige effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GemExperiment.png|thumb|The Gem Experiment]]&lt;br /&gt;
[[File:Gem.png|left]]&lt;br /&gt;
The '''Gem experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 6.&lt;br /&gt;
&lt;br /&gt;
The goal of the Gem Experiment is to fill the board with [[gems]], in order to obtain dust.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
Clicking a tile rolls the tiles around the central tile in a + formation (Max is 5 tiles) into random icons. Roll time varies, from 1 second to 15 seconds. Each time you complete the board, the symbols will be randomized, and a stack indicator on the left will fill up.&lt;br /&gt;
&lt;br /&gt;
You must complete the gem board 9 times in order to receive 1 stack.&lt;br /&gt;
&lt;br /&gt;
With stacks, they can be ground into dust. The amount of dust earned per stack is equal to the &amp;lt;code&amp;gt;grinding duration&amp;lt;/code&amp;gt; * &amp;lt;code&amp;gt;dust per second&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Gem Grid Upgrades===&lt;br /&gt;
&lt;br /&gt;
* '''Lock chance''': Chance to not re-roll a tile if the icon is a gem. Does not work on the tile being clicked, as in clicking a gem tile always re-rolls the tile.&lt;br /&gt;
* '''Gem chance''': Chance for a tile to end up being a gem.&lt;br /&gt;
&lt;br /&gt;
===Gem Grinder Upgrades===&lt;br /&gt;
&lt;br /&gt;
* '''Instant complete chance''': (left side) Chance that a new grid will instantly entirely into gems. (This value slightly increases the more unused stacks you own.)&lt;br /&gt;
* '''Don't consume stack chance''': (right side) Chance that a processed stack will not be consumed, allowing you effectively to grind it a second time.&lt;br /&gt;
&lt;br /&gt;
==Prestige Upgrades==&lt;br /&gt;
&lt;br /&gt;
* '''Improvement''': Reduces the waiting time between layers by 0.1 sec (max. 9 levels)&lt;br /&gt;
* '''Improvement''': Increases the total grinding time by 1 second for each level of the right hand side grinder upgrade. (max. 30 levels)&lt;br /&gt;
* '''Improvement''': Increases the dust produced per second by 0.5 second per level of the right hand side grinder upgrade. (max. 30 levels)&lt;br /&gt;
* '''Improvement''': Increase the starting level of all upgrades by 1 without increasing the price scaling. (max. 30 levels)&lt;br /&gt;
&lt;br /&gt;
Whenever you prestige, the following effects take place:&lt;br /&gt;
* Gem grid will be reset (exotic skill disables this)&lt;br /&gt;
* Completed layers will be reset (exotic skill disables this)&lt;br /&gt;
* Stacks will be reset (exotic skill disables this)&lt;br /&gt;
* Dust will be reset (exotic skill disables this)&lt;br /&gt;
* Base level for each upgrade will increase&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Requirement !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1 Stack&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Lucky Shot&lt;br /&gt;
|-&lt;br /&gt;
! 5 Stacks&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Phasing&lt;br /&gt;
|-&lt;br /&gt;
! 62.55M Gem Dust&lt;br /&gt;
| +2500% Shipyard: Gem Rewards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Since it only matters to the player whether or not a particular tile is a gem and the grid has size 5x5, the grid can be seen as being in one of 2&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;=33,554,432 distinguishable states. However, since any kind of rotation or reflection of the grid is ultimately inconsequential to a strategy for solving the experiment, any states that differ from each other merely by those means can be subsumed into one abstract state. This cuts down the size of the state space by almost a factor of 8 - 8 because an asymmetric grid has four rotations each in two reflections, almost because a few states are in some way symmetric and thus have less. The exact size of the state space after accounting for rotations and reflections is '''4,211,744''' (including the one goal state of full 25 gems) as determined by brute force search.&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Jzh</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Gems&amp;diff=2999</id>
		<title>Experiment: Gems</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Gems&amp;diff=2999"/>
		<updated>2023-08-21T02:41:38Z</updated>

		<summary type="html">&lt;p&gt;Jzh: /* Rewards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GemExperiment.png|thumb|The Gem Experiment]]&lt;br /&gt;
[[File:Gem.png|left]]&lt;br /&gt;
The '''Gem experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 6.&lt;br /&gt;
&lt;br /&gt;
The goal of the Gem Experiment is to fill the board with [[gems]].&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
Clicking a tile rolls the tiles around the central tile in a + formation (Max is 5 tiles) into random icons. Roll time varies, from 1 second to 15 seconds.&lt;br /&gt;
&lt;br /&gt;
You must complete the gem board 9 times in order to receive 1 stack.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
&lt;br /&gt;
* '''Lock chance''': Chance to not re-roll a tile if the icon is a gem. Does not work on the tile being clicked, as in clicking a gem tile always re-rolls the tile.&lt;br /&gt;
* '''Gem chance''': Chance for a tile to end up being a gem.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Requirement !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1 Stack&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Lucky Shot&lt;br /&gt;
|-&lt;br /&gt;
! 5 Stacks&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Phasing&lt;br /&gt;
|-&lt;br /&gt;
! 62.55M Gem Dust&lt;br /&gt;
| +2500% Shipyard: Gem Rewards&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Since it only matters to the player whether or not a particular tile is a gem and the grid has size 5x5, the grid can be seen as being in one of 2&amp;lt;sup&amp;gt;25&amp;lt;/sup&amp;gt;=33,554,432 distinguishable states. However, since any kind of rotation or reflection of the grid is ultimately inconsequential to a strategy for solving the experiment, any states that differ from each other merely by those means can be subsumed into one abstract state. This cuts down the size of the state space by almost a factor of 8 - 8 because an asymmetric grid has four rotations each in two reflections, almost because a few states are in some way symmetric and thus have less. The exact size of the state space after accounting for rotations and reflections is '''4,211,744''' (including the one goal state of full 25 gems) as determined by brute force search.&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Jzh</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Exotic&amp;diff=2998</id>
		<title>Experiment: Exotic</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Exotic&amp;diff=2998"/>
		<updated>2023-08-21T02:38:02Z</updated>

		<summary type="html">&lt;p&gt;Jzh: Add cost to unspent fabrics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ExoticExperiment.png|thumb|The Exotic Experiment]]&lt;br /&gt;
[[File:Exotic gem.png|left]]&lt;br /&gt;
The '''Exotic experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 6.&lt;br /&gt;
&lt;br /&gt;
The goal of the exotic experiment is to create donuts. This is done by sacrificing different items with properties. These items are purchased using essence, which you can begin creation of after making your first fabric of reality,  which requires ∞ universes. When a fabric is created, all values are reset to their initial values, although purchased upgrades remain.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
===Universes===&lt;br /&gt;
&lt;br /&gt;
The goal of this section is to create infinite (100 UCe / 1e308) universes. After infinite universes is reached, a fabric of reality is created and the universe counter is reset back to 0.&lt;br /&gt;
&lt;br /&gt;
====Stat Modifiers====&lt;br /&gt;
&lt;br /&gt;
There are 4 different progress bars which fill up, each having their own unique role:&lt;br /&gt;
&lt;br /&gt;
* '''Time factor:''' (Left) Reduces all modifier bar times by the time factor (BaseTime / TimeFactor). The time factor equals &amp;lt;code&amp;gt;1 + bar_fills * increment&amp;lt;/code&amp;gt;, where the increment starts at +0.01. (This means when the boost increases the increment, the time modifier jumps up.)&lt;br /&gt;
* '''Production:''' (Right) Increases how many universes the universe modifier produces. Production = &amp;lt;code&amp;gt;1 + bar_fills * increment&amp;lt;/code&amp;gt;, where the increment starts at +0.01. (This means when the boost multiplies the increment, the production jumps up.)&lt;br /&gt;
* '''Universe:''' (Top middle) Bar fills create universes.&lt;br /&gt;
* '''Boost:''' (Bottom middle) Bar fills boost time factor increment additively by +0.001, and boosts production increment multiplicatively by *1.05&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
&lt;br /&gt;
Each modifier bar can be upgraded to reduce the base time for the bar to fill up. Each upgrade reduces base time by 20%, or rather multiplies the base time by 0.8. These are the stats for the modifier times:&lt;br /&gt;
&lt;br /&gt;
* '''Time factor:''' Base time [60 hours] Cost = (level * 3) + 1&lt;br /&gt;
* '''Production:''' Base time [25 hours] Cost = level + 1&lt;br /&gt;
* '''Universe:''' Base time [100 hours] Cost = level + 2&lt;br /&gt;
* '''Boost:''' Base time [50 hours] Cost = (level * 5) + 6&lt;br /&gt;
&lt;br /&gt;
===Reality Juicer===&lt;br /&gt;
After creating a fabric of reality, the player can being creating essence. It costs 1 fabric of reality to begin creating essence. Essence works by having the bar start at one, and increase by a multiplier every second. Once this bar reaches infinity, the bar will create essence(s).&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
* '''Starts the productions of existence essence.''' Cost = 1, Max = 1&lt;br /&gt;
* '''+0.001 to multiplier basis.''' Cost = 2&amp;lt;sup&amp;gt;lvl+1&amp;lt;/sup&amp;gt;, Max = 50&lt;br /&gt;
* '''+1 fabric of reality on completion''' Cost = 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;, Max = 49&lt;br /&gt;
* '''Unspent fabrics boost multiplier''' Cost = 5*4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;, Max = 40&lt;br /&gt;
* '''Highest essence count boosts multiplier''' Cost = ?, Max = 30&lt;br /&gt;
* '''Essence on completion x2''' Cost = ?, Max = 50&lt;br /&gt;
&lt;br /&gt;
===Multiverse &amp;amp; Celestial Donuts===&lt;br /&gt;
After you create your first essence, you will unlock the multiverse &amp;amp; celestial donuts.&lt;br /&gt;
&lt;br /&gt;
The multiverse is an extremely large grid map based on a fractal. Each square of the grid costs a certain number of essence to access, and will then provide a constant income of a given resource. The resources generated from the multiverse are not those used in the main game; they are procedurally named and arbitrary and only useful for Celestial Donuts. &lt;br /&gt;
&lt;br /&gt;
The multiverse is restricted by two limits: storage and dimensions. Dimensions is the number of grid squares that can be providing resources at one time. Storage is the number of different resources that can be stored at a time (although the amount of each resource that can be stored is unlimited). At any time, you can &amp;quot;unlink&amp;quot; a square to stop receiving resources from it and free up the dimension slot. Doing so does '''not''' refund the essence spent to link the square.&lt;br /&gt;
&lt;br /&gt;
====Dimensions====&lt;br /&gt;
Dimensions are what produce Items, and can be harvested by linking to them. Currently the best dimensions for each property are at the following coordinates-&lt;br /&gt;
&lt;br /&gt;
*'''Artificial:'''       -2852|7266&lt;br /&gt;
*'''Complex:'''          -18758|45577&lt;br /&gt;
*'''Cool:'''             -37146|-49937&lt;br /&gt;
*'''Creepy:'''	          39777|-38091&lt;br /&gt;
*'''Exotic:'''            22388|-52614&lt;br /&gt;
*'''Fluffy:'''	          7015|36735&lt;br /&gt;
*'''Hard:'''             -55247|-28265&lt;br /&gt;
*'''Herbal:'''	         -39067|-59231&lt;br /&gt;
*'''Organic:'''	          44873|10109&lt;br /&gt;
*'''Metallic:'''	  -37025|40746&lt;br /&gt;
*'''Rusty:'''	          39138|-50346&lt;br /&gt;
*'''Slimy:'''	          23686|58635&lt;br /&gt;
*'''Smelly:''' 	          59177|-48843&lt;br /&gt;
*'''Spicy:'''	          14266|1192&lt;br /&gt;
*'''Spiky:'''	          22986|25262&lt;br /&gt;
*'''Strange:'''	          665|-50434&lt;br /&gt;
*'''Sturdy:''' 	          8160|-24588&lt;br /&gt;
*'''Sweet:'''	          25259|-59799&lt;br /&gt;
*'''Unstable:'''          -5720|-46513&lt;br /&gt;
*'''Volatile:'''	  -55121|-11164&lt;br /&gt;
*'''Wet:''' 	          17012|-16143&lt;br /&gt;
&lt;br /&gt;
====Items &amp;amp; Properties====&lt;br /&gt;
Items are produced by your linked dimensions, which can have different amount of properties attributed to them. Celestial Donuts can like, dislike, or feel mixed about(if it has both liked and disliked properties) an item. The possible Properties are as follows:&lt;br /&gt;
Artificial	&lt;br /&gt;
*Complex		&lt;br /&gt;
*Cool		&lt;br /&gt;
*Creepy		&lt;br /&gt;
*Exotic		&lt;br /&gt;
*Fluffy		&lt;br /&gt;
*Hard		&lt;br /&gt;
*Herbal		&lt;br /&gt;
*Organic		&lt;br /&gt;
*Metallic	&lt;br /&gt;
*Rusty		&lt;br /&gt;
*Slimy		&lt;br /&gt;
*Smelly 		&lt;br /&gt;
*Spicy		&lt;br /&gt;
*Spiky		&lt;br /&gt;
*Strange		&lt;br /&gt;
*Sturdy 		&lt;br /&gt;
*Sweet		&lt;br /&gt;
*Unstable 	&lt;br /&gt;
*Volitial	&lt;br /&gt;
*Wet 		&lt;br /&gt;
&lt;br /&gt;
====Celestial Donuts====&lt;br /&gt;
On the Celestial Donuts page, you can offer your resources to gain rewards. The terminology here is rather confusing: the creatures to which you make offers are &amp;quot;Celestial Donuts&amp;quot;, and the rewards you get are &amp;quot;Donuts&amp;quot; (but not Celestial) which can be Chocolate or Strawberry. Chocolate and Strawberry donuts provide boosts to all damage and resistance respectively via the milestones page of the experiment, and the total number of donuts provides a similar boost to production of Exotic Gems.&lt;br /&gt;
&lt;br /&gt;
The centre of the screen will display a randomly generated Celestial Donut and indications of which resource properties it likes. Each resource obtained from the multiverse provides a random combination of these properties. Clicking on a resource name in the window at the bottom of the screen will give the resource to the Celestial Donut, which will cause the Favor bar to increase. Giving a resource with properties it likes will increase the positive favor bar, and giving a resource with properties it dislikes will increase the negative favor bar. Giving a resource with properties that are neither liked nor disliked will have no effect on the favor bar and will effectively waste the resource.&lt;br /&gt;
&lt;br /&gt;
If the negative favor bar reaches maximum, the Celestial Donut will leave with no reward, and a new one will be generated. If the positive favor bar reaches maximum and the negative one does not, the Celestial Donut will leave and you will be given the reward listed in the right hand window. &lt;br /&gt;
&lt;br /&gt;
==Prestige Upgrades==&lt;br /&gt;
* Increase the maximum storage room for dimensional items by 10 stacks (x9)&lt;br /&gt;
* Multiply the starting value of the Reality Juicer by 1000 (x30)&lt;br /&gt;
* Increase the amount of parallel dimension links by 2 (x9)&lt;br /&gt;
* Multiply the hard limit of fabric of reality rewards from celestial donuts by 10 (x25)&lt;br /&gt;
* Multiply the hard limit of essence of existence rewards from celestial donuts by 10 (x25)&lt;br /&gt;
* Highlight items which provide only positive favor in green, items that only provide negative favor in red and items that provide both in yellow inside the donut gifting screen (x1)&lt;br /&gt;
* Display the exact positive and negative favor values in the favor bar below the celestial donut (x1)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;highlight items..&amp;quot; upgrades also allows the &amp;quot;celestial donut&amp;quot; worker to select which items to offer based on the favor result. Without it, they will select randomly.&lt;br /&gt;
&lt;br /&gt;
Beware that items that &amp;quot;provide both&amp;quot; may not provide both in equal measure, especially since the negative bar tends to be shorter than the positive one. Offering a yellow shaded item may marginally increase the green bar while increasing the red bar to maximum and causing the Celestial Donut to leave, which means it has no benefit over a red shaded item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Requirement !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1 Fabric of Reality&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Generic Resistance&lt;br /&gt;
|-&lt;br /&gt;
! 1000 Fabrics of Reality&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Division Shield&lt;br /&gt;
|-&lt;br /&gt;
! 10549 Strawberry Donuts&lt;br /&gt;
| +X% Generic Damage&lt;br /&gt;
|-&lt;br /&gt;
! 10369 Chocolate Donuts&lt;br /&gt;
| +99% Generic Resistance&lt;br /&gt;
|-&lt;br /&gt;
! 3003 Donuts&lt;br /&gt;
| +1000% Shipyard: Exotic Gem Rewards&lt;br /&gt;
|-&lt;br /&gt;
! 10&amp;lt;sup&amp;gt;x+3&amp;lt;/sup&amp;gt; Fabrics of Reality&lt;br /&gt;
| 1.05x mult to Generic Damage Reward&lt;br /&gt;
|-&lt;br /&gt;
! 10&amp;lt;sup&amp;gt;x+3&amp;lt;/sup&amp;gt; Essences of Existance&lt;br /&gt;
| 1.05x mult to Generic Damage Reward&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Jzh</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Exotic&amp;diff=2994</id>
		<title>Experiment: Exotic</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Exotic&amp;diff=2994"/>
		<updated>2023-08-20T06:21:53Z</updated>

		<summary type="html">&lt;p&gt;Jzh: Add cost for some upgrades&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ExoticExperiment.png|thumb|The Exotic Experiment]]&lt;br /&gt;
[[File:Exotic gem.png|left]]&lt;br /&gt;
The '''Exotic experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 6.&lt;br /&gt;
&lt;br /&gt;
The goal of the exotic experiment is to create donuts. This is done by sacrificing different items with properties. These items are purchased using essence, which you can begin creation of after making your first fabric of reality,  which requires ∞ universes. When a fabric is created, all values are reset to their initial values, although purchased upgrades remain.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
===Universes===&lt;br /&gt;
&lt;br /&gt;
The goal of this section is to create infinite (100 UCe / 1e308) universes. After infinite universes is reached, a fabric of reality is created and the universe counter is reset back to 0.&lt;br /&gt;
&lt;br /&gt;
====Stat Modifiers====&lt;br /&gt;
&lt;br /&gt;
There are 4 different progress bars which fill up, each having their own unique role:&lt;br /&gt;
&lt;br /&gt;
* '''Time factor:''' (Left) Reduces all modifier bar times by the time factor (BaseTime / TimeFactor). The time factor equals &amp;lt;code&amp;gt;1 + bar_fills * increment&amp;lt;/code&amp;gt;, where the increment starts at +0.01. (This means when the boost increases the increment, the time modifier jumps up.)&lt;br /&gt;
* '''Production:''' (Right) Increases how many universes the universe modifier produces. Production = &amp;lt;code&amp;gt;1 + bar_fills * increment&amp;lt;/code&amp;gt;, where the increment starts at +0.01. (This means when the boost multiplies the increment, the production jumps up.)&lt;br /&gt;
* '''Universe:''' (Top middle) Bar fills create universes.&lt;br /&gt;
* '''Boost:''' (Bottom middle) Bar fills boost time factor increment additively by +0.001, and boosts production increment multiplicatively by *1.05&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
&lt;br /&gt;
Each modifier bar can be upgraded to reduce the base time for the bar to fill up. Each upgrade reduces base time by 20%, or rather multiplies the base time by 0.8. These are the stats for the modifier times:&lt;br /&gt;
&lt;br /&gt;
* '''Time factor:''' Base time [60 hours] Cost = (level * 3) + 1&lt;br /&gt;
* '''Production:''' Base time [25 hours] Cost = level + 1&lt;br /&gt;
* '''Universe:''' Base time [100 hours] Cost = level + 2&lt;br /&gt;
* '''Boost:''' Base time [50 hours] Cost = (level * 5) + 6&lt;br /&gt;
&lt;br /&gt;
===Reality Juicer===&lt;br /&gt;
After creating a fabric of reality, the player can being creating essence. It costs 1 fabric of reality to begin creating essence. Essence works by having the bar start at one, and increase by a multiplier every second. Once this bar reaches infinity, the bar will create essence(s).&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
* '''Starts the productions of existence essence.''' Cost = 1, Max = 1&lt;br /&gt;
* '''+0.001 to multiplier basis.''' Cost = 2&amp;lt;sup&amp;gt;lvl+1&amp;lt;/sup&amp;gt;, Max = 50&lt;br /&gt;
* '''+1 fabric of reality on completion''' Cost = 3&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;, Max = 49&lt;br /&gt;
* '''Unspent fabrics boost multiplier''' Cost = ?, Max = 40&lt;br /&gt;
* '''Highest essence count boosts multiplier''' Cost = ?, Max = 30&lt;br /&gt;
* '''Essence on completion x2''' Cost = ?, Max = 50&lt;br /&gt;
&lt;br /&gt;
===Multiverse &amp;amp; Celestial Donuts===&lt;br /&gt;
After you create your first essence, you will unlock the multiverse &amp;amp; celestial donuts.&lt;br /&gt;
&lt;br /&gt;
The multiverse is an extremely large grid map based on a fractal. Each square of the grid costs a certain number of essence to access, and will then provide a constant income of a given resource. The resources generated from the multiverse are not those used in the main game; they are procedurally named and arbitrary and only useful for Celestial Donuts. &lt;br /&gt;
&lt;br /&gt;
The multiverse is restricted by two limits: storage and dimensions. Dimensions is the number of grid squares that can be providing resources at one time. Storage is the number of different resources that can be stored at a time (although the amount of each resource that can be stored is unlimited). At any time, you can &amp;quot;unlink&amp;quot; a square to stop receiving resources from it and free up the dimension slot. Doing so does '''not''' refund the essence spent to link the square.&lt;br /&gt;
&lt;br /&gt;
====Dimensions====&lt;br /&gt;
Dimensions are what produce Items, and can be harvested by linking to them. Currently the best dimensions for each property are at the following coordinates-&lt;br /&gt;
&lt;br /&gt;
*'''Artificial:'''       -2852|7266&lt;br /&gt;
*'''Complex:'''          -18758|45577&lt;br /&gt;
*'''Cool:'''             -37146|-49937&lt;br /&gt;
*'''Creepy:'''	          39777|-38091&lt;br /&gt;
*'''Exotic:'''            22388|-52614&lt;br /&gt;
*'''Fluffy:'''	          7015|36735&lt;br /&gt;
*'''Hard:'''             -55247|-28265&lt;br /&gt;
*'''Herbal:'''	         -39067|-59231&lt;br /&gt;
*'''Organic:'''	          44873|10109&lt;br /&gt;
*'''Metallic:'''	  -37025|40746&lt;br /&gt;
*'''Rusty:'''	          39138|-50346&lt;br /&gt;
*'''Slimy:'''	          23686|58635&lt;br /&gt;
*'''Smelly:''' 	          59177|-48843&lt;br /&gt;
*'''Spicy:'''	          14266|1192&lt;br /&gt;
*'''Spiky:'''	          22986|25262&lt;br /&gt;
*'''Strange:'''	          665|-50434&lt;br /&gt;
*'''Sturdy:''' 	          8160|-24588&lt;br /&gt;
*'''Sweet:'''	          25259|-59799&lt;br /&gt;
*'''Unstable:'''          -5720|-46513&lt;br /&gt;
*'''Volatile:'''	  -55121|-11164&lt;br /&gt;
*'''Wet:''' 	          17012|-16143&lt;br /&gt;
&lt;br /&gt;
====Items &amp;amp; Properties====&lt;br /&gt;
Items are produced by your linked dimensions, which can have different amount of properties attributed to them. Celestial Donuts can like, dislike, or feel mixed about(if it has both liked and disliked properties) an item. The possible Properties are as follows:&lt;br /&gt;
Artificial	&lt;br /&gt;
*Complex		&lt;br /&gt;
*Cool		&lt;br /&gt;
*Creepy		&lt;br /&gt;
*Exotic		&lt;br /&gt;
*Fluffy		&lt;br /&gt;
*Hard		&lt;br /&gt;
*Herbal		&lt;br /&gt;
*Organic		&lt;br /&gt;
*Metallic	&lt;br /&gt;
*Rusty		&lt;br /&gt;
*Slimy		&lt;br /&gt;
*Smelly 		&lt;br /&gt;
*Spicy		&lt;br /&gt;
*Spiky		&lt;br /&gt;
*Strange		&lt;br /&gt;
*Sturdy 		&lt;br /&gt;
*Sweet		&lt;br /&gt;
*Unstable 	&lt;br /&gt;
*Volitial	&lt;br /&gt;
*Wet 		&lt;br /&gt;
&lt;br /&gt;
====Celestial Donuts====&lt;br /&gt;
On the Celestial Donuts page, you can offer your resources to gain rewards. The terminology here is rather confusing: the creatures to which you make offers are &amp;quot;Celestial Donuts&amp;quot;, and the rewards you get are &amp;quot;Donuts&amp;quot; (but not Celestial) which can be Chocolate or Strawberry. Chocolate and Strawberry donuts provide boosts to all damage and resistance respectively via the milestones page of the experiment, and the total number of donuts provides a similar boost to production of Exotic Gems.&lt;br /&gt;
&lt;br /&gt;
The centre of the screen will display a randomly generated Celestial Donut and indications of which resource properties it likes. Each resource obtained from the multiverse provides a random combination of these properties. Clicking on a resource name in the window at the bottom of the screen will give the resource to the Celestial Donut, which will cause the Favor bar to increase. Giving a resource with properties it likes will increase the positive favor bar, and giving a resource with properties it dislikes will increase the negative favor bar. Giving a resource with properties that are neither liked nor disliked will have no effect on the favor bar and will effectively waste the resource.&lt;br /&gt;
&lt;br /&gt;
If the negative favor bar reaches maximum, the Celestial Donut will leave with no reward, and a new one will be generated. If the positive favor bar reaches maximum and the negative one does not, the Celestial Donut will leave and you will be given the reward listed in the right hand window. &lt;br /&gt;
&lt;br /&gt;
==Prestige Upgrades==&lt;br /&gt;
* Increase the maximum storage room for dimensional items by 10 stacks (x9)&lt;br /&gt;
* Multiply the starting value of the Reality Juicer by 1000 (x30)&lt;br /&gt;
* Increase the amount of parallel dimension links by 2 (x9)&lt;br /&gt;
* Multiply the hard limit of fabric of reality rewards from celestial donuts by 10 (x25)&lt;br /&gt;
* Multiply the hard limit of essence of existence rewards from celestial donuts by 10 (x25)&lt;br /&gt;
* Highlight items which provide only positive favor in green, items that only provide negative favor in red and items that provide both in yellow inside the donut gifting screen (x1)&lt;br /&gt;
* Display the exact positive and negative favor values in the favor bar below the celestial donut (x1)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;highlight items..&amp;quot; upgrades also allows the &amp;quot;celestial donut&amp;quot; worker to select which items to offer based on the favor result. Without it, they will select randomly.&lt;br /&gt;
&lt;br /&gt;
Beware that items that &amp;quot;provide both&amp;quot; may not provide both in equal measure, especially since the negative bar tends to be shorter than the positive one. Offering a yellow shaded item may marginally increase the green bar while increasing the red bar to maximum and causing the Celestial Donut to leave, which means it has no benefit over a red shaded item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Requirement !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1 Fabric of Reality&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Generic Resistance&lt;br /&gt;
|-&lt;br /&gt;
! 1000 Fabrics of Reality&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Division Shield&lt;br /&gt;
|-&lt;br /&gt;
! 10549 Strawberry Donuts&lt;br /&gt;
| +X% Generic Damage&lt;br /&gt;
|-&lt;br /&gt;
! 10369 Chocolate Donuts&lt;br /&gt;
| +99% Generic Resistance&lt;br /&gt;
|-&lt;br /&gt;
! 3003 Donuts&lt;br /&gt;
| +1000% Shipyard: Exotic Gem Rewards&lt;br /&gt;
|-&lt;br /&gt;
! 10&amp;lt;sup&amp;gt;x+3&amp;lt;/sup&amp;gt; Fabrics of Reality&lt;br /&gt;
| 1.05x mult to Generic Damage Reward&lt;br /&gt;
|-&lt;br /&gt;
! 10&amp;lt;sup&amp;gt;x+3&amp;lt;/sup&amp;gt; Essences of Existance&lt;br /&gt;
| 1.05x mult to Generic Damage Reward&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Jzh</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Exotic&amp;diff=2993</id>
		<title>Experiment: Exotic</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Exotic&amp;diff=2993"/>
		<updated>2023-08-20T06:14:38Z</updated>

		<summary type="html">&lt;p&gt;Jzh: Add summary to universes section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ExoticExperiment.png|thumb|The Exotic Experiment]]&lt;br /&gt;
[[File:Exotic gem.png|left]]&lt;br /&gt;
The '''Exotic experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 6.&lt;br /&gt;
&lt;br /&gt;
The goal of the exotic experiment is to create donuts. This is done by sacrificing different items with properties. These items are purchased using essence, which you can begin creation of after making your first fabric of reality,  which requires ∞ universes. When a fabric is created, all values are reset to their initial values, although purchased upgrades remain.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
===Universes===&lt;br /&gt;
&lt;br /&gt;
The goal of this section is to create infinite (100 UCe / 1e308) universes. After infinite universes is reached, a fabric of reality is created and the universe counter is reset back to 0.&lt;br /&gt;
&lt;br /&gt;
====Stat Modifiers====&lt;br /&gt;
&lt;br /&gt;
There are 4 different progress bars which fill up, each having their own unique role:&lt;br /&gt;
&lt;br /&gt;
* '''Time factor:''' (Left) Reduces all modifier bar times by the time factor (BaseTime / TimeFactor). The time factor equals &amp;lt;code&amp;gt;1 + bar_fills * increment&amp;lt;/code&amp;gt;, where the increment starts at +0.01. (This means when the boost increases the increment, the time modifier jumps up.)&lt;br /&gt;
* '''Production:''' (Right) Increases how many universes the universe modifier produces. Production = &amp;lt;code&amp;gt;1 + bar_fills * increment&amp;lt;/code&amp;gt;, where the increment starts at +0.01. (This means when the boost multiplies the increment, the production jumps up.)&lt;br /&gt;
* '''Universe:''' (Top middle) Bar fills create universes.&lt;br /&gt;
* '''Boost:''' (Bottom middle) Bar fills boost time factor increment additively by +0.001, and boosts production increment multiplicatively by *1.05&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
&lt;br /&gt;
Each modifier bar can be upgraded to reduce the base time for the bar to fill up. Each upgrade reduces base time by 20%, or rather multiplies the base time by 0.8. These are the stats for the modifier times:&lt;br /&gt;
&lt;br /&gt;
* '''Time factor:''' Base time [60 hours] Cost = (level * 3) + 1&lt;br /&gt;
* '''Production:''' Base time [25 hours] Cost = level + 1&lt;br /&gt;
* '''Universe:''' Base time [100 hours] Cost = level + 2&lt;br /&gt;
* '''Boost:''' Base time [50 hours] Cost = (level * 5) + 6&lt;br /&gt;
&lt;br /&gt;
===Reality Juicer===&lt;br /&gt;
After creating a fabric of reality, the player can being creating essence. It costs 1 fabric of reality to begin creating essence. Essence works by having the bar start at one, and increase by a multiplier every second. Once this bar reaches infinity, the bar will create essence(s).&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
* '''Starts the productions of existance essence.''' Cost = 1, Max = 1&lt;br /&gt;
* '''+0.001 to multiplier basis.''' Cost = ?, Max = 50&lt;br /&gt;
* '''+1 fabric of reality on completion''' Cost = ?, Max = 49&lt;br /&gt;
* '''Unspent fabrics boost mutltiplier''' Cost = ?, Max = 40&lt;br /&gt;
* '''Highest essence count boosts multiplier''' Cost = ?, Max = 30&lt;br /&gt;
* '''Essence on completion x2''' Cost = ?, Max = 50&lt;br /&gt;
&lt;br /&gt;
===Multiverse &amp;amp; Celestial Donuts===&lt;br /&gt;
After you create your first essence, you will unlock the multiverse &amp;amp; celestial donuts.&lt;br /&gt;
&lt;br /&gt;
The multiverse is an extremely large grid map based on a fractal. Each square of the grid costs a certain number of essence to access, and will then provide a constant income of a given resource. The resources generated from the multiverse are not those used in the main game; they are procedurally named and arbitrary and only useful for Celestial Donuts. &lt;br /&gt;
&lt;br /&gt;
The multiverse is restricted by two limits: storage and dimensions. Dimensions is the number of grid squares that can be providing resources at one time. Storage is the number of different resources that can be stored at a time (although the amount of each resource that can be stored is unlimited). At any time, you can &amp;quot;unlink&amp;quot; a square to stop receiving resources from it and free up the dimension slot. Doing so does '''not''' refund the essence spent to link the square.&lt;br /&gt;
&lt;br /&gt;
====Dimensions====&lt;br /&gt;
Dimensions are what produce Items, and can be harvested by linking to them. Currently the best dimensions for each property are at the following coordinates-&lt;br /&gt;
&lt;br /&gt;
*'''Artificial:'''       -2852|7266&lt;br /&gt;
*'''Complex:'''          -18758|45577&lt;br /&gt;
*'''Cool:'''             -37146|-49937&lt;br /&gt;
*'''Creepy:'''	          39777|-38091&lt;br /&gt;
*'''Exotic:'''            22388|-52614&lt;br /&gt;
*'''Fluffy:'''	          7015|36735&lt;br /&gt;
*'''Hard:'''             -55247|-28265&lt;br /&gt;
*'''Herbal:'''	         -39067|-59231&lt;br /&gt;
*'''Organic:'''	          44873|10109&lt;br /&gt;
*'''Metallic:'''	  -37025|40746&lt;br /&gt;
*'''Rusty:'''	          39138|-50346&lt;br /&gt;
*'''Slimy:'''	          23686|58635&lt;br /&gt;
*'''Smelly:''' 	          59177|-48843&lt;br /&gt;
*'''Spicy:'''	          14266|1192&lt;br /&gt;
*'''Spiky:'''	          22986|25262&lt;br /&gt;
*'''Strange:'''	          665|-50434&lt;br /&gt;
*'''Sturdy:''' 	          8160|-24588&lt;br /&gt;
*'''Sweet:'''	          25259|-59799&lt;br /&gt;
*'''Unstable:'''          -5720|-46513&lt;br /&gt;
*'''Volatile:'''	  -55121|-11164&lt;br /&gt;
*'''Wet:''' 	          17012|-16143&lt;br /&gt;
&lt;br /&gt;
====Items &amp;amp; Properties====&lt;br /&gt;
Items are produced by your linked dimensions, which can have different amount of properties attributed to them. Celestial Donuts can like, dislike, or feel mixed about(if it has both liked and disliked properties) an item. The possible Properties are as follows:&lt;br /&gt;
Artificial	&lt;br /&gt;
*Complex		&lt;br /&gt;
*Cool		&lt;br /&gt;
*Creepy		&lt;br /&gt;
*Exotic		&lt;br /&gt;
*Fluffy		&lt;br /&gt;
*Hard		&lt;br /&gt;
*Herbal		&lt;br /&gt;
*Organic		&lt;br /&gt;
*Metallic	&lt;br /&gt;
*Rusty		&lt;br /&gt;
*Slimy		&lt;br /&gt;
*Smelly 		&lt;br /&gt;
*Spicy		&lt;br /&gt;
*Spiky		&lt;br /&gt;
*Strange		&lt;br /&gt;
*Sturdy 		&lt;br /&gt;
*Sweet		&lt;br /&gt;
*Unstable 	&lt;br /&gt;
*Volitial	&lt;br /&gt;
*Wet 		&lt;br /&gt;
&lt;br /&gt;
====Celestial Donuts====&lt;br /&gt;
On the Celestial Donuts page, you can offer your resources to gain rewards. The terminology here is rather confusing: the creatures to which you make offers are &amp;quot;Celestial Donuts&amp;quot;, and the rewards you get are &amp;quot;Donuts&amp;quot; (but not Celestial) which can be Chocolate or Strawberry. Chocolate and Strawberry donuts provide boosts to all damage and resistance respectively via the milestones page of the experiment, and the total number of donuts provides a similar boost to production of Exotic Gems.&lt;br /&gt;
&lt;br /&gt;
The centre of the screen will display a randomly generated Celestial Donut and indications of which resource properties it likes. Each resource obtained from the multiverse provides a random combination of these properties. Clicking on a resource name in the window at the bottom of the screen will give the resource to the Celestial Donut, which will cause the Favor bar to increase. Giving a resource with properties it likes will increase the positive favor bar, and giving a resource with properties it dislikes will increase the negative favor bar. Giving a resource with properties that are neither liked nor disliked will have no effect on the favor bar and will effectively waste the resource.&lt;br /&gt;
&lt;br /&gt;
If the negative favor bar reaches maximum, the Celestial Donut will leave with no reward, and a new one will be generated. If the positive favor bar reaches maximum and the negative one does not, the Celestial Donut will leave and you will be given the reward listed in the right hand window. &lt;br /&gt;
&lt;br /&gt;
==Prestige Upgrades==&lt;br /&gt;
* Increase the maximum storage room for dimensional items by 10 stacks (x9)&lt;br /&gt;
* Multiply the starting value of the Reality Juicer by 1000 (x30)&lt;br /&gt;
* Increase the amount of parallel dimension links by 2 (x9)&lt;br /&gt;
* Multiply the hard limit of fabric of reality rewards from celestial donuts by 10 (x25)&lt;br /&gt;
* Multiply the hard limit of essence of existence rewards from celestial donuts by 10 (x25)&lt;br /&gt;
* Highlight items which provide only positive favor in green, items that only provide negative favor in red and items that provide both in yellow inside the donut gifting screen (x1)&lt;br /&gt;
* Display the exact positive and negative favor values in the favor bar below the celestial donut (x1)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;highlight items..&amp;quot; upgrades also allows the &amp;quot;celestial donut&amp;quot; worker to select which items to offer based on the favor result. Without it, they will select randomly.&lt;br /&gt;
&lt;br /&gt;
Beware that items that &amp;quot;provide both&amp;quot; may not provide both in equal measure, especially since the negative bar tends to be shorter than the positive one. Offering a yellow shaded item may marginally increase the green bar while increasing the red bar to maximum and causing the Celestial Donut to leave, which means it has no benefit over a red shaded item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Requirement !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 1 Fabric of Reality&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Generic Resistance&lt;br /&gt;
|-&lt;br /&gt;
! 1000 Fabrics of Reality&lt;br /&gt;
| [[File:Ultimate Module.png|Ultimate|30px]] Division Shield&lt;br /&gt;
|-&lt;br /&gt;
! 10549 Strawberry Donuts&lt;br /&gt;
| +X% Generic Damage&lt;br /&gt;
|-&lt;br /&gt;
! 10369 Chocolate Donuts&lt;br /&gt;
| +99% Generic Resistance&lt;br /&gt;
|-&lt;br /&gt;
! 3003 Donuts&lt;br /&gt;
| +1000% Shipyard: Exotic Gem Rewards&lt;br /&gt;
|-&lt;br /&gt;
! 10&amp;lt;sup&amp;gt;x+3&amp;lt;/sup&amp;gt; Fabrics of Reality&lt;br /&gt;
| 1.05x mult to Generic Damage Reward&lt;br /&gt;
|-&lt;br /&gt;
! 10&amp;lt;sup&amp;gt;x+3&amp;lt;/sup&amp;gt; Essences of Existance&lt;br /&gt;
| 1.05x mult to Generic Damage Reward&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Jzh</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Light&amp;diff=2970</id>
		<title>Experiment: Light</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Light&amp;diff=2970"/>
		<updated>2023-08-16T05:55:32Z</updated>

		<summary type="html">&lt;p&gt;Jzh: Add component table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NOTE: This is not complete information due to the light experiment overhaul and my low understanding of it at this time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Light experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 3.&lt;br /&gt;
&lt;br /&gt;
The goal of the Light Experiment is to create images crafted from light particles.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
&lt;br /&gt;
==Grid==&lt;br /&gt;
''Two light generators on the left side of the grid make beams of white light which can be split into the following colors:'' &amp;lt;br&amp;gt;&lt;br /&gt;
Red &amp;lt;br&amp;gt;&lt;br /&gt;
Blue &amp;lt;br&amp;gt;&lt;br /&gt;
Green &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Combining these colours makes new ones:''&amp;lt;br&amp;gt;&lt;br /&gt;
Cyan (blue + green) &amp;lt;br&amp;gt;&lt;br /&gt;
Yellow (red + green) &amp;lt;br&amp;gt;&lt;br /&gt;
Pink (blue + red)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Making these rays of light go into the receiver on the right side of the grid rewards us with light particles of the appropriate color.''&lt;br /&gt;
==Objects==&lt;br /&gt;
===Purchasable objects: ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Component!!Cost!!Description&lt;br /&gt;
|-&lt;br /&gt;
!Mirror &lt;br /&gt;
|100&lt;br /&gt;
|Reflects light off of its surface based on its angle of incidence&lt;br /&gt;
|-&lt;br /&gt;
!Filter: Red&lt;br /&gt;
|1000&lt;br /&gt;
|Only lets red particles pass through itself. Blocks light entirely if it tries to enter it sideways.&lt;br /&gt;
|-&lt;br /&gt;
!Filter: Green&lt;br /&gt;
|1000&lt;br /&gt;
|Only lets green particles pass through itself. Blocks light entirely if it tries to enter it sideways.&lt;br /&gt;
|-&lt;br /&gt;
!Filter: Blue&lt;br /&gt;
|1000&lt;br /&gt;
|Only lets blue particles pass through itself. Blocks light entirely if it tries to enter it sideways.&lt;br /&gt;
|-&lt;br /&gt;
!Prism&lt;br /&gt;
|12500&lt;br /&gt;
|Splits light into its components. White into red, blue and green. Beams made of 2 colors into original colors, but the prism releases the rays of light at a diagonal angle.&lt;br /&gt;
|-&lt;br /&gt;
!Splitter/Merger&lt;br /&gt;
|10B&lt;br /&gt;
|Redirects the ray that enters this component at the input side towards both output sides, effectively copying it. If used in reverse it can merge two rays into one, creating a new color if two different input colors are used.&lt;br /&gt;
|-&lt;br /&gt;
!Directional Consumer&lt;br /&gt;
|1No&lt;br /&gt;
|Acts as a consumer for light rays and therefore produces light particles when a light ray hits its entry point.&lt;br /&gt;
|-&lt;br /&gt;
!Omni-Collector&lt;br /&gt;
|10DDe&lt;br /&gt;
|Works like a directional light consumer except that every single direction is an entry point for light.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
&lt;br /&gt;
Improvement: Increases light production by 75% &amp;lt;br&amp;gt;&lt;br /&gt;
Improvement: Increases total light production by 12% per light ray hitting an receiver &amp;lt;br&amp;gt;&lt;br /&gt;
Improvement: Reduces amout of light required for each image by 35% &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First prestige is at 100k;&lt;br /&gt;
Prestige Formula: 100000 * 10&amp;lt;sup&amp;gt;Prestige lvl&amp;lt;/sup&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;!!(requires change to pictures instead of points and change to the formula too)!! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Images!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Light Taste&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Dispel&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Dryness Aura&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|[[File:Utility Module.png|Utility|30px]] Recharge&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Light damage&lt;br /&gt;
|-&lt;br /&gt;
!201&lt;br /&gt;
| +200% Light damage (max)&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Light resistance&lt;br /&gt;
|-&lt;br /&gt;
!199&lt;br /&gt;
| +99% Light resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Jzh</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Achievements&amp;diff=2968</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Achievements&amp;diff=2968"/>
		<updated>2023-08-15T17:41:27Z</updated>

		<summary type="html">&lt;p&gt;Jzh: Make You Spin Me Right Round unlock condition clearer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|how to get secret achievements.}}&lt;br /&gt;
&lt;br /&gt;
*'''Like That's Gonna Work'''  &amp;lt;spoiler&amp;gt;Start a round on Chaos without any modules&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Konami Code''' &amp;lt;spoiler&amp;gt;Enter the Konami Code (⬆⬆⬇⬇⬅➡⬅➡🅱🅰) in the Arcade&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Botanist''' &amp;lt;spoiler&amp;gt;Complete Botany in the Nature Experiment&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Exotic Producer''' &amp;lt;spoiler&amp;gt;Craft an Exotic Producer in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''You Spin Me Right Round''' &amp;lt;spoiler&amp;gt;Kill Cylindro during his Slam attack. After Cylindro hits the ground, but before Cylindro is back upright.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Botanophobia''' &amp;lt;spoiler&amp;gt;Kill all Vine Monsters before Eyes and Tesla coils&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Not A Scratch''' &amp;lt;spoiler&amp;gt;Take no hit on Cubos Jr. Fight&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Born Under A Lucky Star''' &amp;lt;spoiler&amp;gt;Don't discard any cards on Dodecai Fight&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Full Potential''' &amp;lt;spoiler&amp;gt;Make a Tier 50 Power Stone of every element including universal&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''First Producer''' &amp;lt;spoiler&amp;gt;Craft a Producer in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''T10 Ore''' &amp;lt;spoiler&amp;gt;Refine T10 Ore in the Factory&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Earth Tunnel''' &amp;lt;spoiler&amp;gt;Mine 12,742,000 m in the Mine&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''To Infinity''' &amp;lt;spoiler&amp;gt;Upgrade a module past Tier 5&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''And So It Begins''' &amp;lt;spoiler&amp;gt;Combine your first Power Stones&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Where Did The Sun Go?''' &amp;lt;spoiler&amp;gt;Fill the entire powerplant grid up with solar panels and then open the Dyson Sphere&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Pure Heart''' &amp;lt;spoiler&amp;gt;From reviving Dr. Cubical after defeating Thorus (boss 5) second phase&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Final Attack''' &amp;lt;spoiler&amp;gt;From defeating Thorus (boss 5) second phase&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Perfect Tower''' &amp;lt;spoiler&amp;gt;Defeat Thorus (boss 5) second phase with 100 modules at t1000+ and with all modules unlocked and injected into the tower&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''No Escape''' &amp;lt;spoiler&amp;gt;After defeating Thorus (boss 5) second phase, when you are in the choice to revive Dr Cubical, forcibly close the game with Alt + F4 or Windows + W and confirm to exit the game, once you restart choose the same game file you will be back at the choice and get the achievement&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Lab #101''' &amp;lt;spoiler&amp;gt;prestige all laboratory experiments to prestige 101&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Space Vanquisher''' &amp;lt;spoiler&amp;gt;defeat the boss once in arcade perfect space&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Browncoat Triumph''' &amp;lt;spoiler&amp;gt;defeat the boss with every weapon once in arcade perfect space&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Event Achievements:&lt;br /&gt;
&lt;br /&gt;
*'''Halloween 2021''' &amp;lt;spoiler&amp;gt;Complete the Quests in the Halloween 2021 Event [31st October 2021 - 7th November 2021 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Halloween 2022''' &amp;lt;spoiler&amp;gt;Fully build the Spooky Tower and complete the Quests in the Halloween 2022 Event [31st October 2022 - 7th November 2022 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Winter Wonderland 2022''' &amp;lt;spoiler&amp;gt;Complete all events in the Winter Wonderland 2022 Event [1st December 2022 - 31st december 2022 23:59 GMT]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hidden Achievements:&lt;br /&gt;
*'''Cylindro Hater''' &amp;lt;spoiler&amp;gt;Kill Cylindro (Boss 1) 1000 times&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
*'''Spectral Breaker''' &amp;lt;spoiler&amp;gt;'''WARNING''' this Achievement produces '''Flickering Light''' and may cause '''Epilepsy Seizures''' on people photosensitive!!!!  (Make the following layout on the Laboratory Light Experiment, remove the mirror circle with red to get the Achievement, but first read the Warning). [[File:Spectral Breaker.png|thumb]] [[File:SPOILER mirrorspectral.png|thumb]]&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Jzh</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Trading_Post&amp;diff=2967</id>
		<title>Trading Post</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Trading_Post&amp;diff=2967"/>
		<updated>2023-08-15T05:07:41Z</updated>

		<summary type="html">&lt;p&gt;Jzh: Add unlock condition to table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=6000|Image=Tradingpost.png|Color=Columbia Blue|ColorCode=#90DAFF}}&lt;br /&gt;
[[File:Lightblue resource.png|left]]&lt;br /&gt;
The '''Trading Post''' is a building used to exchange cubes.&lt;br /&gt;
[[File:TradePostScreen.png|thumb]]&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Trading==&lt;br /&gt;
Trading deals appear at the right side of the screen, requesting a random amount of a certain resource and giving a randomly chosen resource in return at equal value. Successful trades are then removed from the list. Every hour (The timer is at the top left of the menu) the trading deals are reset.&lt;br /&gt;
&lt;br /&gt;
==Upgrades and Crates==&lt;br /&gt;
&lt;br /&gt;
With rework of trading post, some upgrades and crates added to trading post. Whenever you do a trade, you gain crates. Whenever you upgrade anything, you get a boost based on your crates (for example if you max factory producer boost, you get '''crate amount^1''' of producer boost)&lt;br /&gt;
&lt;br /&gt;
==Trading Rewards==&lt;br /&gt;
Here is a list of the rewards trading post can provide.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Max upgrade !! Effect formula (lvl X) !! Effect formula (lvl 1) !! Effect formula (lvl max) !! Unlock condition&lt;br /&gt;
|-&lt;br /&gt;
| Tower - Resource Drop Bonus || 13 || Log&amp;lt;sub&amp;gt;8.5-0.5X&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;8&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;'''Crates'''&lt;br /&gt;
|-&lt;br /&gt;
| Tower - Hitpoints Bonus || 9 || '''Crates'''&amp;lt;sup&amp;gt;0.05+0.05X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.5&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tower - Shield Bonus || 9 || '''Crates'''&amp;lt;sup&amp;gt;0.07+0.07X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.14&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.7&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Factory - Production Bonus Resources || 19 || '''Crates'''&amp;lt;sup&amp;gt;0.05+0.05X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Factory - Production Bonus Gems || 21 || Log&amp;lt;sub&amp;gt;52-2X&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;50&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;10&amp;lt;/sub&amp;gt;'''Crates'''&lt;br /&gt;
|-&lt;br /&gt;
| Factory - Production Bonus Exotic Gems || 21 || Log&amp;lt;sub&amp;gt;524288000/(2^X)&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;262144000&amp;lt;/sub&amp;gt;'''Crates''' || Log&amp;lt;sub&amp;gt;250&amp;lt;/sub&amp;gt;'''Crates'''&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard - Shipment Bonus Resources || 40 || '''Crates'''&amp;lt;sup&amp;gt;0.06+0.03X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.09&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;1.26&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard - Shipment Bonus Gems || 40 || '''Crates'''&amp;lt;sup&amp;gt;0.03+0.015X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.045&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.63&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Shipyard - Shipment Bonus Exotic Gems || 40 || '''Crates'''&amp;lt;sup&amp;gt;0.0025X&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.0025&amp;lt;/sup&amp;gt; || '''Crates'''&amp;lt;sup&amp;gt;0.1&amp;lt;/sup&amp;gt; || Exotic Skill (Shipyard) - Armored Cargo Bay &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a bonus doesn't apply if there's no level invested in it, or the bonus is below 1x(which may happen to the bonus that use log)&lt;br /&gt;
&lt;br /&gt;
==Building tiers==&lt;br /&gt;
Every tier allows more trading deals to show up on the trade board. &lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Super Trades'''- Provides a 10% chance that a super trade will appear instead of a regular trade which rewards twice as many crates. A super trade is indicated via a green arrow.&lt;br /&gt;
*'''Trading Archives''' - Unlocks the ability to keep specific offers which are then not removed when the countdown for new trading offers triggers.&lt;br /&gt;
*'''Accounting''' - Increases the maximum amount of available trade offers by 2.&lt;br /&gt;
*'''More Crates''' - Crate amount rewarded from offers is 25% higher.&lt;br /&gt;
*'''Merchant''' - Increases the base conversion factor from 10% to 20%.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Bargaining''' - Increases the conversion rate by an additional 10%.&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>Jzh</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Neutral&amp;diff=2963</id>
		<title>Experiment: Neutral</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Neutral&amp;diff=2963"/>
		<updated>2023-08-14T04:50:15Z</updated>

		<summary type="html">&lt;p&gt;Jzh: Add table for purchase limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NeutralExperiment.png|thumb|The Neutral Experiment]]&lt;br /&gt;
[[File:Experiment Neutral icon.png|left]]&lt;br /&gt;
The '''Neutral experiment''' is one of 12 experiments in the [[laboratory]], available when the laboratory is first built.&lt;br /&gt;
&lt;br /&gt;
The goal of the neutral experiment is to expand a sphere.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
Upgrades increases how fast the sphere grows. Each tier of upgrades costs more, but also expands the sphere faster. When you buy enough of a single tier, the base rate of that tier will &amp;lt;i&amp;gt;also&amp;lt;/i&amp;gt; increase.&lt;br /&gt;
&lt;br /&gt;
Expanding converts current growth into maximum growth, which resets the sphere back to size 0.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Upgrade !! Base rate !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Essencer || 0.1/s || 1 * &amp;lt;code&amp;gt;triangle(lvl) * 2&amp;lt;sup&amp;gt;prestige&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Combiner || 0.5/s || 10 * &amp;lt;code&amp;gt;triangle(lvl) * 2&amp;lt;sup&amp;gt;prestige&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dragger || 1.5/s || 50 * &amp;lt;code&amp;gt;triangle(lvl) * 2&amp;lt;sup&amp;gt;prestige&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forcer || 4/s || 150 * &amp;lt;code&amp;gt;triangle(lvl) * 2&amp;lt;sup&amp;gt;prestige&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Purer || 10/s || 500 * &amp;lt;code&amp;gt;triangle(lvl) * 2&amp;lt;sup&amp;gt;prestige&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Condenser || 50/s || 2000 * &amp;lt;code&amp;gt;triangle(lvl) * 2&amp;lt;sup&amp;gt;prestige&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;code&amp;gt;triangle(lvl) = lvl*(lvl+1)/2 + 1&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As you buy more upgrades in a tier, the base rate of that tier starts getting multiplied based on how many upgrades you've bought. This makes it better to focus on a single tier, rather than spreading your upgrades among all the tiers. The multipliers follow a simple pattern, until it switches at high amounts:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Count !! Rate multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 1x&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 2x&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 4x&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 8x&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 16x&lt;br /&gt;
|-&lt;br /&gt;
| 100 || 32x&lt;br /&gt;
|-&lt;br /&gt;
| 150 || 64x&lt;br /&gt;
|-&lt;br /&gt;
| 200 || 128x&lt;br /&gt;
|-&lt;br /&gt;
| 500 || 256x&lt;br /&gt;
|-&lt;br /&gt;
| 1000 || 512x&lt;br /&gt;
|-&lt;br /&gt;
| 2000+ || &amp;lt;code&amp;gt;2^(8.8+0.2*floor(count/1000))&amp;lt;/code&amp;gt;x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The purchase limit for each component (without any purchase limit prestige upgrades) is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Component !! Purchase Limit&lt;br /&gt;
|-&lt;br /&gt;
| Essencer || 60000&lt;br /&gt;
|-&lt;br /&gt;
| Combiner || 50000&lt;br /&gt;
|-&lt;br /&gt;
| Dragger || 40000&lt;br /&gt;
|-&lt;br /&gt;
| Forcer || 30000&lt;br /&gt;
|-&lt;br /&gt;
| Purer || 20000&lt;br /&gt;
|-&lt;br /&gt;
| Condenser || 10000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige resets all generators and your maximum orbs to the square root of your current maximum orbs (capped at 10) and you have to choose between 2 bonuses.&lt;br /&gt;
&lt;br /&gt;
* '''Production x2''' - generators will produce orbs twice as much&lt;br /&gt;
* '''+5% max. Level (multiplicative)''' - increases the maximum levels by 5% of the previous maximum amount&lt;br /&gt;
&lt;br /&gt;
Prestige becomes available when all upgrades are maxed at their highest levels. The base highest level for each upgrade is 10000 * (7 - tier). E.g. the initial maximum for Essencer, the tier 1 upgrade, would be 60000.&lt;br /&gt;
&lt;br /&gt;
Because of the exponential nature of the bonus rate increase, the +5% max level quickly starts giving more than 2x production, and this just gets more pronounced the more you keep taking it.&lt;br /&gt;
&lt;br /&gt;
This means that it is recommended to first start putting points into the 2x upgrade and later reset and swap all points to the x1.05 upgrade.&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Sphere size !! Reward&lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Simple Evasion&lt;br /&gt;
|-&lt;br /&gt;
! 2500&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Lifesteal&lt;br /&gt;
|-&lt;br /&gt;
! 10000&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Impetus&lt;br /&gt;
|-&lt;br /&gt;
! 20000&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Reflect&lt;br /&gt;
|-&lt;br /&gt;
! 125000&lt;br /&gt;
| [[File:Defensive Module.png|Defensive|30px]] Defiance&lt;br /&gt;
|-&lt;br /&gt;
! 6.5M&lt;br /&gt;
| [[File:Offensive Module.png|Offensive|30px]] Critical Strike&lt;br /&gt;
|-&lt;br /&gt;
! 10000*2.06&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Neutral damage&lt;br /&gt;
|-&lt;br /&gt;
! 15000*4.25&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;&lt;br /&gt;
| +(lvl+1)% Neutral resistance&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Jzh</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Darkness&amp;diff=2962</id>
		<title>Experiment: Darkness</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Darkness&amp;diff=2962"/>
		<updated>2023-08-14T04:42:06Z</updated>

		<summary type="html">&lt;p&gt;Jzh: Fix * in the note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UpdatedDarknessExperiment.png|alt=|thumb|The Darkness Experiment]]&lt;br /&gt;
[[File:Experiment Darkness icon.png|left]]&lt;br /&gt;
The '''Darkness experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 5.&lt;br /&gt;
&lt;br /&gt;
The goal of the Darkness Experiment is to find particles in the dark.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
There are three sliders that help locate and find a particle:&lt;br /&gt;
&lt;br /&gt;
*'''Radar:''' Rotates direction, to help directly face a particle, or get a particle within the scanning angle range. When a particle is inside the scanning angle range, the graph starts to form a smooth wave that moves from right of the graph to the left of the graph. Max height of the smooth wave is achieved when facing directly at the particle, with a smaller smooth wave the farther the particle is from exact direction. The closer the particle is the faster the wave will move.&lt;br /&gt;
*'''Noise filter:''' (The arrow on the left bar beside the graph). Lowers how impactful noise is on the graph, as noise is just random readings on the graph that makes finding a wave difficult. Higher noise filter may make the finding particle easier.&lt;br /&gt;
*'''Speed:''' Changes how fast travel speed is in a visual direction. When getting closer to a particle, the graph smooth wave gets bigger, the particle can be seen on the radar when close enough and the button will appear showing it's distance to the center. Once the particle is in reach, clicking the button collects the particle. Neglecting to capture the particle results in moving past the particle and getting out of range.&lt;br /&gt;
&lt;br /&gt;
There are two upgrades to help find a particle:&lt;br /&gt;
&lt;br /&gt;
*'''Scan angle:''' Increases the search angle for a particle, allowing for more accuracy with using the angle slider.&lt;br /&gt;
*'''Noise reduction:''' Reduces base noise, not affecting the smooth wave at all.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige will resets all upgrades and reduces the particle by an amount required to prestige. There are 4 bonuses to choose to prestige.&lt;br /&gt;
&lt;br /&gt;
*'''Chance-Upgrade''': Increases the chances to get more particles. Chances trigger independently upon collecting and the reward is being multiplied. (for example: when dual, tri, and quad-particle is triggered at the same time, you will get (2 x 3 x 4) = 24 particles.&lt;br /&gt;
*'''Radar (Radius)''': Increases the radar visual distance by 0.5m&lt;br /&gt;
*'''Max. Distance''': Reduces how further the particle can go from the center by 1m. (resulting in closer spawning from the center).&lt;br /&gt;
*'''Particle (Prestige requirement)''': Reduces particle required to prestige by 2%&lt;br /&gt;
&lt;br /&gt;
Prestige bonuses are additive&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Particles!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Darkness Taste&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Heartstopper Aura&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Shield of Darkness&lt;br /&gt;
|-&lt;br /&gt;
!50&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Unholy Aura&lt;br /&gt;
|-&lt;br /&gt;
!75&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Unholy Missile&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Darkness damage&lt;br /&gt;
|-&lt;br /&gt;
!3527687*&lt;br /&gt;
| +200% Darkness damage (max)&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Darkness resistance&lt;br /&gt;
|-&lt;br /&gt;
!3455645*&lt;br /&gt;
| +99% Darkness resistance (max)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''*'''Without any prestige levels to &amp;quot;Reduces particle required to prestige by 2%&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Jzh</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Darkness&amp;diff=2961</id>
		<title>Experiment: Darkness</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Darkness&amp;diff=2961"/>
		<updated>2023-08-14T04:41:03Z</updated>

		<summary type="html">&lt;p&gt;Jzh: Add note to max particle cost.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UpdatedDarknessExperiment.png|alt=|thumb|The Darkness Experiment]]&lt;br /&gt;
[[File:Experiment Darkness icon.png|left]]&lt;br /&gt;
The '''Darkness experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 5.&lt;br /&gt;
&lt;br /&gt;
The goal of the Darkness Experiment is to find particles in the dark.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
There are three sliders that help locate and find a particle:&lt;br /&gt;
&lt;br /&gt;
*'''Radar:''' Rotates direction, to help directly face a particle, or get a particle within the scanning angle range. When a particle is inside the scanning angle range, the graph starts to form a smooth wave that moves from right of the graph to the left of the graph. Max height of the smooth wave is achieved when facing directly at the particle, with a smaller smooth wave the farther the particle is from exact direction. The closer the particle is the faster the wave will move.&lt;br /&gt;
*'''Noise filter:''' (The arrow on the left bar beside the graph). Lowers how impactful noise is on the graph, as noise is just random readings on the graph that makes finding a wave difficult. Higher noise filter may make the finding particle easier.&lt;br /&gt;
*'''Speed:''' Changes how fast travel speed is in a visual direction. When getting closer to a particle, the graph smooth wave gets bigger, the particle can be seen on the radar when close enough and the button will appear showing it's distance to the center. Once the particle is in reach, clicking the button collects the particle. Neglecting to capture the particle results in moving past the particle and getting out of range.&lt;br /&gt;
&lt;br /&gt;
There are two upgrades to help find a particle:&lt;br /&gt;
&lt;br /&gt;
*'''Scan angle:''' Increases the search angle for a particle, allowing for more accuracy with using the angle slider.&lt;br /&gt;
*'''Noise reduction:''' Reduces base noise, not affecting the smooth wave at all.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige will resets all upgrades and reduces the particle by an amount required to prestige. There are 4 bonuses to choose to prestige.&lt;br /&gt;
&lt;br /&gt;
*'''Chance-Upgrade''': Increases the chances to get more particles. Chances trigger independently upon collecting and the reward is being multiplied. (for example: when dual, tri, and quad-particle is triggered at the same time, you will get (2 x 3 x 4) = 24 particles.&lt;br /&gt;
*'''Radar (Radius)''': Increases the radar visual distance by 0.5m&lt;br /&gt;
*'''Max. Distance''': Reduces how further the particle can go from the center by 1m. (resulting in closer spawning from the center).&lt;br /&gt;
*'''Particle (Prestige requirement)''': Reduces particle required to prestige by 2%&lt;br /&gt;
&lt;br /&gt;
Prestige bonuses are additive&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Particles!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Darkness Taste&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Heartstopper Aura&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Shield of Darkness&lt;br /&gt;
|-&lt;br /&gt;
!50&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Unholy Aura&lt;br /&gt;
|-&lt;br /&gt;
!75&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Unholy Missile&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Darkness damage&lt;br /&gt;
|-&lt;br /&gt;
!3527687*&lt;br /&gt;
| +200% Darkness damage (max)&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Darkness resistance&lt;br /&gt;
|-&lt;br /&gt;
!3455645*&lt;br /&gt;
| +99% Darkness resistance (max)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Without any prestige levels to &amp;quot;Reduces particle required to prestige by 2%&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Jzh</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Darkness&amp;diff=2960</id>
		<title>Experiment: Darkness</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Experiment:_Darkness&amp;diff=2960"/>
		<updated>2023-08-14T04:38:39Z</updated>

		<summary type="html">&lt;p&gt;Jzh: Add maximum damage and resistance bonus to darkness experiment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:UpdatedDarknessExperiment.png|alt=|thumb|The Darkness Experiment]]&lt;br /&gt;
[[File:Experiment Darkness icon.png|left]]&lt;br /&gt;
The '''Darkness experiment''' is one of 12 experiments in the [[laboratory]], available at laboratory tier 5.&lt;br /&gt;
&lt;br /&gt;
The goal of the Darkness Experiment is to find particles in the dark.&lt;br /&gt;
{{Clear|left}}&lt;br /&gt;
==Mechanic==&lt;br /&gt;
There are three sliders that help locate and find a particle:&lt;br /&gt;
&lt;br /&gt;
*'''Radar:''' Rotates direction, to help directly face a particle, or get a particle within the scanning angle range. When a particle is inside the scanning angle range, the graph starts to form a smooth wave that moves from right of the graph to the left of the graph. Max height of the smooth wave is achieved when facing directly at the particle, with a smaller smooth wave the farther the particle is from exact direction. The closer the particle is the faster the wave will move.&lt;br /&gt;
*'''Noise filter:''' (The arrow on the left bar beside the graph). Lowers how impactful noise is on the graph, as noise is just random readings on the graph that makes finding a wave difficult. Higher noise filter may make the finding particle easier.&lt;br /&gt;
*'''Speed:''' Changes how fast travel speed is in a visual direction. When getting closer to a particle, the graph smooth wave gets bigger, the particle can be seen on the radar when close enough and the button will appear showing it's distance to the center. Once the particle is in reach, clicking the button collects the particle. Neglecting to capture the particle results in moving past the particle and getting out of range.&lt;br /&gt;
&lt;br /&gt;
There are two upgrades to help find a particle:&lt;br /&gt;
&lt;br /&gt;
*'''Scan angle:''' Increases the search angle for a particle, allowing for more accuracy with using the angle slider.&lt;br /&gt;
*'''Noise reduction:''' Reduces base noise, not affecting the smooth wave at all.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
Prestige will resets all upgrades and reduces the particle by an amount required to prestige. There are 4 bonuses to choose to prestige.&lt;br /&gt;
&lt;br /&gt;
*'''Chance-Upgrade''': Increases the chances to get more particles. Chances trigger independently upon collecting and the reward is being multiplied. (for example: when dual, tri, and quad-particle is triggered at the same time, you will get (2 x 3 x 4) = 24 particles.&lt;br /&gt;
*'''Radar (Radius)''': Increases the radar visual distance by 0.5m&lt;br /&gt;
*'''Max. Distance''': Reduces how further the particle can go from the center by 1m. (resulting in closer spawning from the center).&lt;br /&gt;
*'''Particle (Prestige requirement)''': Reduces particle required to prestige by 2%&lt;br /&gt;
&lt;br /&gt;
Prestige bonuses are additive&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Particles!!Reward&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Darkness Taste&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Heartstopper Aura&lt;br /&gt;
|-&lt;br /&gt;
!30&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Shield of Darkness&lt;br /&gt;
|-&lt;br /&gt;
!50&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|30px]] Unholy Aura&lt;br /&gt;
|-&lt;br /&gt;
!75&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|30px]] Unholy Missile&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Darkness damage&lt;br /&gt;
|-&lt;br /&gt;
!3527687&lt;br /&gt;
| +200% Darkness damage (max)&lt;br /&gt;
|-&lt;br /&gt;
!Varies&lt;br /&gt;
| +% Darkness resistance&lt;br /&gt;
|-&lt;br /&gt;
!3455645&lt;br /&gt;
| +99% Darkness resistance (max)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox experiments|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Jzh</name></author>
		
	</entry>
</feed>