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		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=1704</id>
		<title>Modules</title>
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		<updated>2021-08-03T09:29:12Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: /* Normal */ Fix active modules having Yes in wrong place&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;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can 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 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250.&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 '''294''' 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!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''[[Module - Basic Attack|Basic Attack]]'''|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20||Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%||Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Boost'''|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%||Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''|| ||[[Experiment: Fire]]|| ||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''|| ||[[Experiment: Fire]]|| ||Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''|| ||[[Experiment: Fire]]|| ||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''|| ||[[Experiment: Fire]]|| ||Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''|| ||[[Experiment: Fire]]|| ||Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''|| ||[[Experiment: Water]]|| ||Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''||Yes||[[Experiment: Water]]|| ||Releases a wave of frost around the tower. Enemies affected by the cold cannot move for 6 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''|| ||[[Experiment: Water]]|| ||Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''|| ||[[Experiment: Water]]|| ||Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''|| ||[[Experiment: Water]]|| ||Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''||Yes||[[Experiment: Water]]|| ||Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''|| ||[[Experiment: Water]]|| ||Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''|| ||[[Experiment: Nature]]|| ||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]|| ||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''|| ||[[Experiment: Nature]]|| ||Provides a 25% chance that incoming damage permanently increas the towers hp-regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''||Yes||[[Experiment: Nature]]|| ||Continously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''|| ||[[Experiment: Nature]]|| ||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's path'''|| ||[[Experiment: Nature]]|| ||Projectiles that hit Nature enemies will start to bounce off to nearby targets. Bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's wrath'''|| ||[[Experiment: Nature]]|| ||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''|| ||[[Experiment: Nature]]|| ||Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''||Yes||[[Experiment: Nature]]|| ||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''|| ||[[Experiment: Earth]]|| ||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''|| ||[[Experiment: Earth]]|| ||A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''|| ||[[Experiment: Earth]]|| ||Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''||Yes||[[Experiment: Earth]]|| ||Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''|| ||[[Experiment: Earth]]|| ||Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''||Yes||[[Experiment: Earth]]|| ||Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''|| ||[[Experiment: Electricity]]|| ||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''||Yes||[[Experiment: Electricity]]|| ||Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''|| ||[[Experiment: Electricity]]|| ||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''|| ||[[Experiment: Electricity]]|| ||Provides a 12% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''||Yes||[[Experiment: Electricity]]|| ||Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''|| ||[[Experiment: Darkness]]|| ||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]|| ||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]|| ||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''|| ||[[Experiment: Darkness]]|| ||Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''|| ||[[Experiment: Darkness]]|| ||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''|| ||[[Experiment: Light]]|| ||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''||Yes||[[Experiment: Light]]|| ||Removes a negative buff from the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''|| ||[[Experiment: Light]]|| ||Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''||Yes||[[Experiment: Light]]|| ||Instantly refills the towers energy to 100%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''|| ||[[Experiment: Air]]|| ||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''|| ||[[Experiment: Air]]|| ||Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''|| ||[[Experiment: Air]]|| ||Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''|| ||[[Experiment: Neutral]]|| ||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''|| ||[[Experiment: Neutral]]|| ||Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''|| ||[[Experiment: Neutral]]|| ||Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''|| ||[[Experiment: Neutral]]|| ||Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''|| ||[[Experiment: Neutral]]|| ||Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 hp left. Can only trigger once every few seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''|| ||[[Experiment: Neutral]]|| ||Provides a chance to deal more damage on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''|| ||[[Experiment: Universal]]|| ||Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''|| ||[[Experiment: Universal]]|| ||Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''|| ||[[Experiment: Universal]]|| ||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]|| ||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''|| ||[[Experiment: Gems]]|| ||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''|| ||[[Experiment: Gems]]|| ||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''|| ||[[Experiment: Exotic]]|| ||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''|| ||[[Arcade]]: Shop|| ||Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''||Yes||[[Arcade]]: Shop|| ||Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''|| ||[[Arcade]]: Shop|| ||Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''|| ||[[Arcade]]: Shop|| ||Reduces the energy cost of all modules that require energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''||Yes||[[Arcade]]: Reward|| ||Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|-&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;||Parry the next 15 hits that would kill you&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''|| ||Challenge: 1-1|| ||Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''|| ||Challenge: 1-3|| ||Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''|| ||Challenge: 1-4|| ||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''|| ||Challenge: 1-5|| ||Changes the base type of the tower from Netural to Universal and therefore applies all default strengths and weaknesses of Universal to it.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''|| ||Challenge: 1-6|| ||Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]&lt;br /&gt;
|'''Energy Flow'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Headhunting'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|&lt;br /&gt;
|Increases the damage against non-normal enemy types. Includes Archers, Assassins, Wizards, Tanks and bosses.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Advanced Heal'''&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage, And affects all enemies on the map.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''|| ||Artifact: Metal Plating|| ||A ceartain amount of electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of fate'''|| ||Artifact: Dice of Fate|| ||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
|}&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!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''|| ||Era Experiment: Neutral|| ||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''|| ||Era Experiment: Neutral|| ||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''|| ||Era Experiment: Neutral|| ||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''|| ||Era Experiment: Neutral|| ||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''|| ||Era Experiment: Fire|| ||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonsues and is applied independently from the %-based amount.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''|| ||Era Experiment: Fire|| ||Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice breath'''|| ||Era Experiment: Water|| ||Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''|| ||Era Experiment: Water|| ||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''||Yes||Era Experiment: Water|| ||Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''|| ||Era Experiment: Earth|| ||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''|| ||Era Experiment: Earth|| ||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''||Yes||Era Experiment: Earth|| ||Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''|| ||Era Experiment: Nature|| ||Increases the maximum hitpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''|| ||Era Experiment: Nature|| ||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''||Yes||Era Experiment: Nature|| ||Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''|| ||Era Experiment: Electricity|| ||Converts a part of the incoming damage to shield points.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''|| ||Era Experiment: Electricity|| ||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''||Yes||Era Experiment: Air|| ||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''||Yes||Era Experiment: Darkness|| ||Sacrificecs 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a ceartain amount of time&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''||Yes||Era Experiment: Light|| ||Completly nullifies any incoming damage for a ceartain amount of time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''||Yes||Era Experiment: Light|| ||Resets the cooldown of all other moduels when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Magical Protection'''&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''|| ||Era Experiment: Universal|| ||Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a universal type enemy. Splash damage type is universal.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''|| ||Era Experiment: Universal|| ||Increases the maximum shieldpoints over time.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''|| ||Era Experiment: Universal|| ||Provides a chance to attack all units around the primary target.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''||Yes||Era Experiment: Universal|| ||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&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!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||10 OC||Multiplies the towers outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||1 OC||Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||100 SP||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||10 SP||Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||1 SP||Provides a 25% chance to deal additional Neutral infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||100 SX||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||10 SX||Deals two independent instances of infinity Water and Air damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||10 SX||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||1 SX||Partially reverts the shield debuff from infinity foundation. Shield is increased by x^1.5. Only works if infinity foundation is equipped.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||100 QI||Allows the tower to survive attacks from infinity enemies. In exchange the maximum hitpoints, shield and hitpoint regeneration are reduced to x^0.5.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||1 SX||An incredibly refined attack module that allows the tower to damage infinity enemies. Damage type is Neutral.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Critical'''|| ||9||10 SX||Provides a chance to multiply the towers damage. The multiplier is not reduced for infinity enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||100 SX||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||10 SX||Deals two independent instances of infinity Light and Darkness damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||10 SX||Deals two independent instances of infinity Earth and Nature damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||16||10 SX||Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||19||100 SX||Increases the total damage of a projectile based on how close an emey is to the tower at the moment the projectile arrives. Uses the towers attackrange as reference.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||18||10 SX||Deals two independent instances of infinity Fire and Electricity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||17||100 SX||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||20||1 SP||Deals Universal infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||21||10 SP||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||22||100 SP||Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||23||1 OC||Reflects a part of the incoming damage in form of neutral infinity damage.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||24||10 OC||Erases half of all enemies from the map.&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>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Chaos&amp;diff=1696</id>
		<title>Chaos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Chaos&amp;diff=1696"/>
		<updated>2021-08-02T20:18:32Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Removed percents for formatter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Chaos.png&lt;br /&gt;
|lanes=10&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=7.58e14&lt;br /&gt;
|medium=2.88e15&lt;br /&gt;
|hard=1.47e17&lt;br /&gt;
|insane=7.94e19&lt;br /&gt;
|nightmare=1.05e25&lt;br /&gt;
|impossible=4.82e38&lt;br /&gt;
}}&lt;br /&gt;
'''Chaos''' is the fifteenth and final region in the game, unlocked after completing wave 100 on [[Universe]].&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''||Wave 100&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''||Random 1%&lt;br /&gt;
|- &lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
* Fire Penrose triangle&lt;br /&gt;
* Water Penrose triangle&lt;br /&gt;
* Nature Penrose triangle&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Universe&amp;diff=1695</id>
		<title>Universe</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Universe&amp;diff=1695"/>
		<updated>2021-08-02T20:17:26Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Added region infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Universe.png&lt;br /&gt;
|lanes=5&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=7.14e12&lt;br /&gt;
|medium=1.84e13&lt;br /&gt;
|hard=2.98e14&lt;br /&gt;
|insane=2.57e16&lt;br /&gt;
|nightmare=1.09e20&lt;br /&gt;
|impossible=5.19e29&lt;br /&gt;
}}&lt;br /&gt;
'''Universe''' is the fourteenth region in the game, unlocked after completing wave 100 on [[Heaven]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Chaos]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''||Random 1%&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Heaven&amp;diff=1694</id>
		<title>Heaven</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Heaven&amp;diff=1694"/>
		<updated>2021-08-02T20:15:57Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Added region infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Heaven.png&lt;br /&gt;
|lanes=6&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Nature}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|easy=5.23e11&lt;br /&gt;
|medium=1.16e12&lt;br /&gt;
|hard=1.19e13&lt;br /&gt;
|insane=4.93e14&lt;br /&gt;
|nightmare=5.34e17&lt;br /&gt;
|impossible=6.61e25&lt;br /&gt;
}}&lt;br /&gt;
'''Heaven''' is the thirteenth region in the game, unlocked after completing wave 100 on [[Dark Realm]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Universe]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Dark_Realm&amp;diff=1693</id>
		<title>Dark Realm</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Dark_Realm&amp;diff=1693"/>
		<updated>2021-08-02T20:14:12Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Update elements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Dark Realm.png&lt;br /&gt;
|lanes=9&lt;br /&gt;
|enemies={{Element|Fire}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=8.56e10&lt;br /&gt;
|medium=1.8e11&lt;br /&gt;
|hard=1.6e12&lt;br /&gt;
|insane=5.28e13&lt;br /&gt;
|nightmare=3.72e16&lt;br /&gt;
|impossible=1.46e24&lt;br /&gt;
}}&lt;br /&gt;
'''Dark Realm''' is the twelfth region in the game, unlocked after completing wave 100 on [[Neutral]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Heaven]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
* Dark House&lt;br /&gt;
* Dark Tree&lt;br /&gt;
* Dark Rock&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Dark_Realm&amp;diff=1692</id>
		<title>Dark Realm</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Dark_Realm&amp;diff=1692"/>
		<updated>2021-08-02T20:13:01Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Added region infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Dark Realm.png&lt;br /&gt;
|lanes=9&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=8.56e10&lt;br /&gt;
|medium=1.8e11&lt;br /&gt;
|hard=1.6e12&lt;br /&gt;
|insane=5.28e13&lt;br /&gt;
|nightmare=3.72e16&lt;br /&gt;
|impossible=1.46e24&lt;br /&gt;
}}&lt;br /&gt;
'''Dark Realm''' is the twelfth region in the game, unlocked after completing wave 100 on [[Neutral]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Heaven]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
* Dark House&lt;br /&gt;
* Dark Tree&lt;br /&gt;
* Dark Rock&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Neutral&amp;diff=1691</id>
		<title>Neutral</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Neutral&amp;diff=1691"/>
		<updated>2021-08-02T20:10:45Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Removed Enemies section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
| image = Neutral.png&lt;br /&gt;
| lanes = 6&lt;br /&gt;
| enemies = {{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
| easy = 1.68e+10&lt;br /&gt;
| medium = 3.39e+10&lt;br /&gt;
| hard = 2.66e+11&lt;br /&gt;
| insane = 7.2e+12&lt;br /&gt;
| nightmare = 3.48e+15&lt;br /&gt;
| impossible = 5.06e+22&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Neutral''' is the eleventh region in the game, unlocked after completing wave 100 on [[Ocean]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Dark Realm]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Marble Foundation'''||Random 0.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
* Neutral Cube&lt;br /&gt;
* Universal Cube&lt;br /&gt;
* Spinning Neutral Cube&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Ocean&amp;diff=1690</id>
		<title>Ocean</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Ocean&amp;diff=1690"/>
		<updated>2021-08-02T20:10:11Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Added region infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Ocean.png&lt;br /&gt;
|lanes=6&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|easy=3.87e9&lt;br /&gt;
|medium=7.53e9&lt;br /&gt;
|hard=5.32e10&lt;br /&gt;
|insane=1.21e12&lt;br /&gt;
|nightmare=4.29e14&lt;br /&gt;
|impossible=2.73e21&lt;br /&gt;
}}&lt;br /&gt;
'''Ocean''' is the tenth region in the game, unlocked after completing wave 100 on the [[Beach]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Neutral]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''||Random 1%&lt;br /&gt;
|- &lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''||Random 1%&lt;br /&gt;
|- &lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''||Random 0.8%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Beach&amp;diff=1689</id>
		<title>Beach</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Beach&amp;diff=1689"/>
		<updated>2021-08-02T20:06:41Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Removed Enemies section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Beach.png&lt;br /&gt;
|lanes=5&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|easy=7.8e8&lt;br /&gt;
|medium=1.46e9&lt;br /&gt;
|hard=9.3e9&lt;br /&gt;
|insane=1.8e11&lt;br /&gt;
|nightmare=4.68e13&lt;br /&gt;
|impossible=1.4e20&lt;br /&gt;
}}&lt;br /&gt;
The '''Beach''' is the ninth region in the game, unlocked after completing wave 100 on [[Metallic Ruins]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Ocean]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''||Random 0.6%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''||Random 0.14%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''||Random 0.8%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''||Random 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
* Umbrella&lt;br /&gt;
* Sand Castle&lt;br /&gt;
* Sunbed&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Metallic_Ruins&amp;diff=1688</id>
		<title>Metallic Ruins</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Metallic_Ruins&amp;diff=1688"/>
		<updated>2021-08-02T20:06:21Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Removed Enemies section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Metallic Ruins.png&lt;br /&gt;
|lanes=7&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Air}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=1.31e8&lt;br /&gt;
|medium=2.39e8&lt;br /&gt;
|hard=1.4e9&lt;br /&gt;
|insane=2.37e10&lt;br /&gt;
|nightmare=5.02e12&lt;br /&gt;
|impossible=1.06e19&lt;br /&gt;
}}&lt;br /&gt;
'''Metallic Ruins''' is the eighth region in the game, unlocked after completing wave 100 on [[Jungle]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Beach]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''||Random 0.12%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Jungle&amp;diff=1687</id>
		<title>Jungle</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Jungle&amp;diff=1687"/>
		<updated>2021-08-02T20:06:07Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Removed Enemies section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
| image = Jungle.png&lt;br /&gt;
| lanes = 4&lt;br /&gt;
| enemies = {{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}}&lt;br /&gt;
| easy = 3.81e+07&lt;br /&gt;
| medium = 6.92e+07&lt;br /&gt;
| hard = 3.99e+08&lt;br /&gt;
| insane = 6.72e+09&lt;br /&gt;
| nightmare = 1.53e+12&lt;br /&gt;
| impossible = 4.79e+18&lt;br /&gt;
}}&lt;br /&gt;
The '''Jungle''' is the seventh region in the game, unlocked after completing wave 100 on [[High Mountain]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Metallic Ruins]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''||Random 1.5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=High_Mountain&amp;diff=1686</id>
		<title>High Mountain</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=High_Mountain&amp;diff=1686"/>
		<updated>2021-08-02T20:05:43Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Removed Enemies section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
| image = High Mountain.png&lt;br /&gt;
| lanes = 5&lt;br /&gt;
| enemies = {{Element|Neutral}} {{Element|Light}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
| easy = 1.74e+06&lt;br /&gt;
| medium = 3.14e+06&lt;br /&gt;
| hard = 1.82e+07&lt;br /&gt;
| insane = 3.91e+08&lt;br /&gt;
| nightmare = 2.35e+11&lt;br /&gt;
| impossible = 1.61e+18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''High Mountain''' is the sixth region in the game, unlocked after completing wave 100 on [[Volcano]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Jungle]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''||Random 0.15%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''||Random 0.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Volcano&amp;diff=1685</id>
		<title>Volcano</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Volcano&amp;diff=1685"/>
		<updated>2021-08-02T20:04:17Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Volcano.png&lt;br /&gt;
|lanes=3&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=154692&lt;br /&gt;
|medium=305789&lt;br /&gt;
|hard=2.337E+06&lt;br /&gt;
|insane=1.175E+08&lt;br /&gt;
|nightmare=1.24E+11&lt;br /&gt;
|impossible=6.322E+17&lt;br /&gt;
}}&lt;br /&gt;
'''Volcano''' is the fifth region in the game, unlocked after completing wave 100 on [[Underground]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[High Mountain]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''||Wave 100?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''||Random 0.1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''||Random 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
:[[File:Lava pit town asset.png|40px|Lava pit]] Lava pit&lt;br /&gt;
:[[File:Volcanic rock town asset.png|40px|Volcanic rock]] Volcanic rock&lt;br /&gt;
:[[File:Lava town asset.png|40px|Lava]] Lava&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Volcano&amp;diff=1684</id>
		<title>Volcano</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Volcano&amp;diff=1684"/>
		<updated>2021-08-02T20:00:08Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Added Town Assets (no images)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Volcano.png&lt;br /&gt;
|lanes=3&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=154692&lt;br /&gt;
|medium=305789&lt;br /&gt;
|hard=2.337E+06&lt;br /&gt;
|insane=1.175E+08&lt;br /&gt;
|nightmare=1.24E+11&lt;br /&gt;
|impossible=6.322E+17&lt;br /&gt;
}}&lt;br /&gt;
'''Volcano''' is the fifth region in the game, unlocked after completing wave 100 on [[Underground]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[High Mountain]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''||Wave 100?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''||Random 0.1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''||Random 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
:[[File:Pit town asset.png|40px|Pit]] Pit&lt;br /&gt;
:[[File:Volcanic rock town asset.png|40px|Volcanic rock]] Volcanic rock&lt;br /&gt;
:[[File:Lava town asset.png|40px|Lava]] Lava&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Underground&amp;diff=1683</id>
		<title>Underground</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Underground&amp;diff=1683"/>
		<updated>2021-08-02T19:58:11Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Added Town Assets (no images)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Underground.png&lt;br /&gt;
|lanes=4&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=28051&lt;br /&gt;
|medium=65680&lt;br /&gt;
|hard=660921&lt;br /&gt;
|insane=4.184E+07&lt;br /&gt;
|nightmare=3.606E+10&lt;br /&gt;
|impossible=8.253E+16&lt;br /&gt;
}}&lt;br /&gt;
'''Underground''' is the fourth region in the game, unlocked after completing wave 100 on [[Winter]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Volcano]] region.&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''||Random 0.1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''||Random 0.5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''||Random 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
:[[File:Minecart town asset.png|40px|Minecart]] Minecart&lt;br /&gt;
:[[File:Mushroom town asset.png|40px|Mushroom]] Mushroom&lt;br /&gt;
:[[File:Rail town asset.png|40px|Rail]] Rail&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Winter&amp;diff=1682</id>
		<title>Winter</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Winter&amp;diff=1682"/>
		<updated>2021-08-02T19:45:44Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Added Town Assets (no images)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Winter.png&lt;br /&gt;
|lanes=4&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=2877&lt;br /&gt;
|medium=21852&lt;br /&gt;
|hard=419964&lt;br /&gt;
|insane=3.426E+07&lt;br /&gt;
|nightmare=2.854E+10&lt;br /&gt;
|impossible=5.237E+16&lt;br /&gt;
}}&lt;br /&gt;
'''Winter''' is the third region in the game, unlocked after completing wave 100 on [[Desert]]. &lt;br /&gt;
The region consists of 4 lanes that enemies may spawn from.&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Underground]] region.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''||Wave {{Unknown}}&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''||Random 0.12%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss shield'''||Random 1.2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''||Random 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
The following [[Town#Town Assets|town assets]] are unlocked after completing wave 100:&lt;br /&gt;
&lt;br /&gt;
:[[File:Winter tree town asset.png|40px|Winter tree]] Winter tree&lt;br /&gt;
:[[File:Snowman town asset.png|40px|Snowman]] Snowman&lt;br /&gt;
:[[File:Winter rock town asset.png|40px|Winter rock]] Winter rock&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Town&amp;diff=1681</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Town&amp;diff=1681"/>
		<updated>2021-08-02T19:42:49Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Add limit to town assets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The town is the main hub area in the game. While in the town, the player can access buildings and even start a [[New Round|new round]].&lt;br /&gt;
&lt;br /&gt;
== Citizens ==&lt;br /&gt;
While in the town, citizens can be seen roaming around. However, they serve no functionality and are purely cosmetic.&lt;br /&gt;
&lt;br /&gt;
The amount of citizens roaming around will increase by 3 per level, capping out at 100 citizens.&lt;br /&gt;
&lt;br /&gt;
== Town Assets ==&lt;br /&gt;
The player can place down town assets to customize their town. Each asset placed will increase white [[Resources|resource]] gain by 1%.&lt;br /&gt;
&lt;br /&gt;
The player has limited asset slots. Slots can be purchased using white [[resources]] up to a limit of 500.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Hovering over a citizen while in the town will show their name. Names include supporters of the [https://www.patreon.com/fireswordstudios patreon], or early access players.&lt;br /&gt;
&lt;br /&gt;
* While upgrading a building using the [[Construction Firm]], construction can visibly be seen in the town view.&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Universe&amp;diff=1680</id>
		<title>Universe</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Universe&amp;diff=1680"/>
		<updated>2021-08-02T19:41:21Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Add next region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Universe.png|thumb]]&lt;br /&gt;
'''Universe''' is the fourteenth region in the game, unlocked after completing wave 100 on [[Heaven]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Chaos]] region.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
* Neutral enemies&lt;br /&gt;
* Light enemies&lt;br /&gt;
* Electricity enemies&lt;br /&gt;
* Fire enemies&lt;br /&gt;
* Darkness enemies&lt;br /&gt;
* Water enemies&lt;br /&gt;
* Earth enemies&lt;br /&gt;
* Universal enemies&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''||Random 1%&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Heaven&amp;diff=1679</id>
		<title>Heaven</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Heaven&amp;diff=1679"/>
		<updated>2021-08-02T19:40:58Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Add next region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Heaven.png|thumb]]&lt;br /&gt;
'''Heaven''' is the thirteenth region in the game, unlocked after completing wave 100 on [[Dark Realm]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Universe]] region.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
* Neutral enemies&lt;br /&gt;
* Light enemies&lt;br /&gt;
* Electricity enemies&lt;br /&gt;
* Nature enemies&lt;br /&gt;
* Air enemies&lt;br /&gt;
* Universal enemies&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Dark_Realm&amp;diff=1678</id>
		<title>Dark Realm</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Dark_Realm&amp;diff=1678"/>
		<updated>2021-08-02T19:40:37Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Add next region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dark Realm.png|thumb]]&lt;br /&gt;
'''Dark Realm''' is the twelfth region in the game, unlocked after completing wave 100 on [[Neutral]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Heaven]] region.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
* Fire enemies&lt;br /&gt;
* Darkness enemies&lt;br /&gt;
* Water enemies&lt;br /&gt;
* Earth enemies&lt;br /&gt;
* Universal enemies&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Crit'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
* Dark House&lt;br /&gt;
* Dark Tree&lt;br /&gt;
* Dark Rock&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Neutral&amp;diff=1677</id>
		<title>Neutral</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Neutral&amp;diff=1677"/>
		<updated>2021-08-02T19:40:16Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Add next region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
| image = Neutral.png&lt;br /&gt;
| lanes = 6&lt;br /&gt;
| enemies = {{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
| easy = 1.68e+10&lt;br /&gt;
| medium = 3.39e+10&lt;br /&gt;
| hard = 2.66e+11&lt;br /&gt;
| insane = 7.2e+12&lt;br /&gt;
| nightmare = 3.48e+15&lt;br /&gt;
| impossible = 5.06e+22&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Neutral''' is the eleventh region in the game, unlocked after completing wave 100 on [[Ocean]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Dark Realm]] region.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
* Neutral enemies&lt;br /&gt;
* Universal enemies&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Boost'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Marble Foundation'''||Random 0.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
* Neutral Cube&lt;br /&gt;
* Universal Cube&lt;br /&gt;
* Spinning Neutral Cube&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Ocean&amp;diff=1676</id>
		<title>Ocean</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Ocean&amp;diff=1676"/>
		<updated>2021-08-02T19:39:51Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Add next region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ocean.png|thumb]]&lt;br /&gt;
'''Ocean''' is the tenth region in the game, unlocked after completing wave 100 on the [[Beach]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Neutral]] region.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
* Neutral enemies&lt;br /&gt;
* Darkness enemies&lt;br /&gt;
* Nature enemies&lt;br /&gt;
* Water enemies&lt;br /&gt;
* Universal enemies&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''||Random 1%&lt;br /&gt;
|- &lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''||Random 1%&lt;br /&gt;
|- &lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''||Random 0.8%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Beach&amp;diff=1675</id>
		<title>Beach</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Beach&amp;diff=1675"/>
		<updated>2021-08-02T19:39:16Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Add next region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Beach.png&lt;br /&gt;
|lanes=5&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|easy=7.8e8&lt;br /&gt;
|medium=1.46e9&lt;br /&gt;
|hard=9.3e9&lt;br /&gt;
|insane=1.8e11&lt;br /&gt;
|nightmare=4.68e13&lt;br /&gt;
|impossible=1.4e20&lt;br /&gt;
}}&lt;br /&gt;
The '''Beach''' is the ninth region in the game, unlocked after completing wave 100 on [[Metallic Ruins]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Ocean]] region.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
* Neutral enemies&lt;br /&gt;
* Light enemies&lt;br /&gt;
* Darkness enemies&lt;br /&gt;
* Nature enemies&lt;br /&gt;
* Air enemies&lt;br /&gt;
* Water enemies&lt;br /&gt;
* Earth enemies&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''||Random 0.6%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''||Random 0.14%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''||Random 0.8%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''||Random 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
* Umbrella&lt;br /&gt;
* Sand Castle&lt;br /&gt;
* Sunbed&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Metallic_Ruins&amp;diff=1674</id>
		<title>Metallic Ruins</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Metallic_Ruins&amp;diff=1674"/>
		<updated>2021-08-02T19:38:55Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Add next region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Metallic Ruins.png&lt;br /&gt;
|lanes=7&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Air}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=1.31e8&lt;br /&gt;
|medium=2.39e8&lt;br /&gt;
|hard=1.4e9&lt;br /&gt;
|insane=2.37e10&lt;br /&gt;
|nightmare=5.02e12&lt;br /&gt;
|impossible=1.06e19&lt;br /&gt;
}}&lt;br /&gt;
'''Metallic Ruins''' is the eighth region in the game, unlocked after completing wave 100 on [[Jungle]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Beach]] region.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
* Neutral enemies&lt;br /&gt;
* Light enemies&lt;br /&gt;
* Electricity enemies&lt;br /&gt;
* Fire enemies&lt;br /&gt;
* Air enemies&lt;br /&gt;
* Earth enemies&lt;br /&gt;
* Universal enemies&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''||Random 0.12%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Jungle&amp;diff=1673</id>
		<title>Jungle</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Jungle&amp;diff=1673"/>
		<updated>2021-08-02T19:38:35Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Add next region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
| image = Jungle.png&lt;br /&gt;
| lanes = 4&lt;br /&gt;
| enemies = {{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}}&lt;br /&gt;
| easy = 3.81e+07&lt;br /&gt;
| medium = 6.92e+07&lt;br /&gt;
| hard = 3.99e+08&lt;br /&gt;
| insane = 6.72e+09&lt;br /&gt;
| nightmare = 1.53e+12&lt;br /&gt;
| impossible = 4.79e+18&lt;br /&gt;
}}&lt;br /&gt;
The '''Jungle''' is the seventh region in the game, unlocked after completing wave 100 on [[High Mountain]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Metallic Ruins]] region.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
* Neutral enemies&lt;br /&gt;
* Light enemies&lt;br /&gt;
* Fire enemies&lt;br /&gt;
* Darkness enemies&lt;br /&gt;
* Nature enemies&lt;br /&gt;
* Air enemies&lt;br /&gt;
* Water enemies&lt;br /&gt;
* Earth enemies&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''||Random 1.5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''||Random 1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=High_Mountain&amp;diff=1672</id>
		<title>High Mountain</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=High_Mountain&amp;diff=1672"/>
		<updated>2021-08-02T19:38:13Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Add next region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
| image = High Mountain.png&lt;br /&gt;
| lanes = 5&lt;br /&gt;
| enemies = {{Element|Neutral}} {{Element|Light}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
| easy = 1.74e+06&lt;br /&gt;
| medium = 3.14e+06&lt;br /&gt;
| hard = 1.82e+07&lt;br /&gt;
| insane = 3.91e+08&lt;br /&gt;
| nightmare = 2.35e+11&lt;br /&gt;
| impossible = 1.61e+18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''High Mountain''' is the sixth region in the game, unlocked after completing wave 100 on [[Volcano]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Jungle]] region.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
&lt;br /&gt;
*Neutral enemies&lt;br /&gt;
*Light enemies&lt;br /&gt;
*Nature enemies&lt;br /&gt;
*Air enemies&lt;br /&gt;
*Water enemies&lt;br /&gt;
*Earth enemies&lt;br /&gt;
*Universal enemies&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''||Random 0.15%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''||Random 0.9%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''||Random 0.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Volcano&amp;diff=1671</id>
		<title>Volcano</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Volcano&amp;diff=1671"/>
		<updated>2021-08-02T19:37:51Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Volcano.png&lt;br /&gt;
|lanes=3&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=154692&lt;br /&gt;
|medium=305789&lt;br /&gt;
|hard=2.337E+06&lt;br /&gt;
|insane=1.175E+08&lt;br /&gt;
|nightmare=1.24E+11&lt;br /&gt;
|impossible=6.322E+17&lt;br /&gt;
}}&lt;br /&gt;
'''Volcano''' is the fifth region in the game, unlocked after completing wave 100 on [[Underground]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[High Mountain]] region.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
* Neutral enemies&lt;br /&gt;
* Light enemies&lt;br /&gt;
* Electricity enemies&lt;br /&gt;
* Fire enemies&lt;br /&gt;
* Darkness enemies&lt;br /&gt;
* Earth enemies&lt;br /&gt;
* Universal enemies&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''||Wave 100?&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''||Random 0.1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''||Random 5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Underground&amp;diff=1670</id>
		<title>Underground</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Underground&amp;diff=1670"/>
		<updated>2021-08-02T19:37:23Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Add next region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox region&lt;br /&gt;
|image=Underground.png&lt;br /&gt;
|lanes=4&lt;br /&gt;
|enemies={{Element|Neutral}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|easy=28051&lt;br /&gt;
|medium=65680&lt;br /&gt;
|hard=660921&lt;br /&gt;
|insane=4.184E+07&lt;br /&gt;
|nightmare=3.606E+10&lt;br /&gt;
|impossible=8.253E+16&lt;br /&gt;
}}&lt;br /&gt;
'''Underground''' is the fourth region in the game, unlocked after completing wave 100 on [[Winter]].&lt;br /&gt;
&lt;br /&gt;
Completing wave 100 in this region unlocks the [[Volcano]] region.&lt;br /&gt;
&lt;br /&gt;
==Enemies==&lt;br /&gt;
The base enemy structure consists of:&lt;br /&gt;
* Neutral enemies&lt;br /&gt;
* Fire enemies&lt;br /&gt;
* Darkness enemies&lt;br /&gt;
* Nature enemies&lt;br /&gt;
* Air enemies&lt;br /&gt;
* Earth enemies&lt;br /&gt;
* Universal enemies&lt;br /&gt;
&lt;br /&gt;
==Environmental Effects==&lt;br /&gt;
This area has no environmental effects.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
{{See also|Modules}}&lt;br /&gt;
{| class='wikitable sortable'&lt;br /&gt;
!Type!!Name!!Unlock Condition&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''||Random 0.1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''||Random 5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''||Random 1%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''||Random 0.5%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''||Random 2%&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''||Random 2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Town Assets==&lt;br /&gt;
{{Unknown}}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Regions&amp;diff=1669</id>
		<title>Regions</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Regions&amp;diff=1669"/>
		<updated>2021-08-02T19:01:33Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Regions''' are areas you can visit in [[Tower Testing]]. Each region has a different base difficulty and a different selection of enemies. Only the [[Forest]] region is accessible initially, but new regions are unlocked by completing wave 100 in the previous region.&lt;br /&gt;
&lt;br /&gt;
Each Region has a handful of [[Modules]] that can be unlocked either on specific wave milestones or through a drop chance. Refer to the [[Modules#List of Modules|List of Modules]] for the list of those modules.&lt;br /&gt;
&lt;br /&gt;
==List of Regions==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!Name!!Enemies&lt;br /&gt;
|-&lt;br /&gt;
!01&lt;br /&gt;
|[[Forest]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Earth}}&lt;br /&gt;
|-&lt;br /&gt;
!02&lt;br /&gt;
|[[Desert]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|-&lt;br /&gt;
!03&lt;br /&gt;
|[[Winter]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!04&lt;br /&gt;
|[[Underground]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!05&lt;br /&gt;
|[[Volcano]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!06&lt;br /&gt;
|[[High Mountain]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!07&lt;br /&gt;
|[[Jungle]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|-&lt;br /&gt;
!08&lt;br /&gt;
|[[Metallic Ruins]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Air}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!09&lt;br /&gt;
|[[Beach]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|[[Ocean]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
|[[Neutral]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
|[[Dark Realm]]&lt;br /&gt;
|{{Element|Fire}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!13&lt;br /&gt;
|[[Heaven]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Nature}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!14&lt;br /&gt;
|[[Universe]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
|[[Chaos]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
Every region has 6 difficulty levels available: Easy, Medium, Hard, Insane, Nightmare, and Impossible. Difficulty levels are unlocked by reaching wave 100 on the previous difficulty. Each difficulty is given a multiplier which increases the [[enemies]] attack and defence.&lt;br /&gt;
&lt;br /&gt;
While each region usually only spawns a specific selection of enemy [[elements]], on Impossible difficulty all elements are spawned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Region!!Difficulty!!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|1|Easy}}||{{number|100|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|2|Medium}}||{{number|6377|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|3|Hard}}||{{number|128043|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|4|Insane}}||{{number|8830000|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|5|Nightmare}}||{{number|4.99E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|6|Impossible}}||{{number|3.21E+15|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|1|Easy}}||{{number|781|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|2|Medium}}||{{number|18340|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|3|Hard}}||{{number|403948|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|4|Insane}}||{{number|3.41E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|5|Nightmare}}||{{number|2.85E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|6|Impossible}}||{{number|5.24E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|1|Easy}}||{{number|2877|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|2|Medium}}||{{number|21852|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|3|Hard}}||{{number|419964|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|4|Insane}}||{{number|3.43E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|5|Nightmare}}||{{number|2.85E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|6|Impossible}}||{{number|5.24E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|1|Easy}}||{{number|28051|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|2|Medium}}||{{number|65680|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|3|Hard}}||{{number|660921|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|4|Insane}}||{{number|4.18E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|5|Nightmare}}||{{number|3.61E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|6|Impossible}}||{{number|8.25E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|1|Easy}}||{{number|154692|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|2|Medium}}||{{number|305789|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|3|Hard}}||{{number|2340000|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|4|Insane}}||{{number|1.17E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|5|Nightmare}}||{{number|1.24E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|6|Impossible}}||{{number|6.32E+17|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|1|Easy}}||{{number|1740000|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|2|Medium}}||{{number|3140000|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|3|Hard}}||{{number|1.82E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|4|Insane}}||{{number|3.91E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|5|Nightmare}}||{{number|2.35E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|6|Impossible}}||{{number|1.61E+18|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|1|Easy}}||{{number|3.81E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|2|Medium}}||{{number|6.92E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|3|Hard}}||{{number|3.99E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|4|Insane}}||{{number|6.72E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|5|Nightmare}}||{{number|1.53E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|6|Impossible}}||{{number|4.79E+18|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|1|Easy}}||{{number|1.31E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|2|Medium}}||{{number|2.39E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|3|Hard}}||{{number|1.40E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|4|Insane}}||{{number|2.37E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|5|Nightmare}}||{{number|5.02E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|6|Impossible}}||{{number|1.06E+19|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|1|Easy}}||{{number|7.80E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|2|Medium}}||{{number|1.46E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|3|Hard}}||{{number|9.30E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|4|Insane}}||{{number|1.80E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|5|Nightmare}}||{{number|4.68E+13|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|6|Impossible}}||{{number|1.40E+20|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|1|Easy}}||{{number|3.87E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|2|Medium}}||{{number|7.53E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|3|Hard}}||{{number|5.32E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|4|Insane}}||{{number|1.21E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|5|Nightmare}}||{{number|4.29E+14|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|6|Impossible}}||{{number|2.73E+21|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|1|Easy}}||{{number|1.68E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|2|Medium}}||{{number|3.39E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|3|Hard}}||{{number|2.66E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|4|Insane}}||{{number|7.20E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|5|Nightmare}}||{{number|3.48E+15|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|6|Impossible}}||{{number|5.06E+22|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|1|Easy}}||{{number|8.56E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|2|Medium}}||{{number|1.80E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|3|Hard}}||{{number|1.60E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|4|Insane}}||{{number|5.28E+13|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|5|Nightmare}}||{{number|3.71E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|6|Impossible}}||{{number|1.46E+24|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|1|Easy}}||{{number|5.23E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|2|Medium}}||{{number|1.16E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|3|Hard}}||{{number|1.19E+13|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|4|Insane}}||{{number|4.93E+14|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|5|Nightmare}}||{{number|5.34E+17|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|6|Impossible}}||{{number|6.62E+25|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|1|Easy}}||{{number|7.14E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|2|Medium}}||{{number|1.84E+13|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|3|Hard}}||{{number|2.98E+14|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|4|Insane}}||{{number|2.57E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|5|Nightmare}}||{{number|1.09E+20|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|6|Impossible}}||{{number|5.19E+29|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|1|Easy}}||{{number|7.58E+14|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|2|Medium}}||{{number|2.88E+15|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|3|Hard}}||{{number|1.47E+17|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|4|Insane}}||{{number|7.94E+19|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|5|Nightmare}}||{{number|1.05E+25|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|6|Impossible}}||{{number|4.82E+38|suffix=%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Regions&amp;diff=1668</id>
		<title>Regions</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Regions&amp;diff=1668"/>
		<updated>2021-08-02T19:00:38Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Link to the list of modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Regions''' are areas you can visit in [[Tower Testing]]. Each region has a different base difficulty and a different selection of enemies. Only the [[Forest]] region is accessible initially, but new regions are unlocked by completing wave 100 in the previous region.&lt;br /&gt;
&lt;br /&gt;
Each Region has a handful of [[Modules]] that can be unlocked either on specific wave milestones or through a drop chance. Refer to [[Modules#List of Modules]] for the list of those modules.&lt;br /&gt;
&lt;br /&gt;
==List of Regions==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! !!Name!!Enemies&lt;br /&gt;
|-&lt;br /&gt;
!01&lt;br /&gt;
|[[Forest]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Nature}} {{Element|Earth}}&lt;br /&gt;
|-&lt;br /&gt;
!02&lt;br /&gt;
|[[Desert]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Earth}}&lt;br /&gt;
|-&lt;br /&gt;
!03&lt;br /&gt;
|[[Winter]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!04&lt;br /&gt;
|[[Underground]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!05&lt;br /&gt;
|[[Volcano]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!06&lt;br /&gt;
|[[High Mountain]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!07&lt;br /&gt;
|[[Jungle]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|-&lt;br /&gt;
!08&lt;br /&gt;
|[[Metallic Ruins]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Air}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!09&lt;br /&gt;
|[[Beach]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}}&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|[[Ocean]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Darkness}} {{Element|Nature}} {{Element|Water}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
|[[Neutral]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
|[[Dark Realm]]&lt;br /&gt;
|{{Element|Fire}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!13&lt;br /&gt;
|[[Heaven]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Nature}} {{Element|Air}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!14&lt;br /&gt;
|[[Universe]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
|[[Chaos]]&lt;br /&gt;
|{{Element|Neutral}} {{Element|Light}} {{Element|Electricity}} {{Element|Fire}} {{Element|Darkness}} {{Element|Nature}} {{Element|Air}} {{Element|Water}} {{Element|Earth}} {{Element|Universal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
Every region has 6 difficulty levels available: Easy, Medium, Hard, Insane, Nightmare, and Impossible. Difficulty levels are unlocked by reaching wave 100 on the previous difficulty. Each difficulty is given a multiplier which increases the [[enemies]] attack and defence.&lt;br /&gt;
&lt;br /&gt;
While each region usually only spawns a specific selection of enemy [[elements]], on Impossible difficulty all elements are spawned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Region!!Difficulty!!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|1|Easy}}||{{number|100|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|2|Medium}}||{{number|6377|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|3|Hard}}||{{number|128043|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|4|Insane}}||{{number|8830000|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|5|Nightmare}}||{{number|4.99E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|1|[[Forest]]}}||{{Sort|6|Impossible}}||{{number|3.21E+15|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|1|Easy}}||{{number|781|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|2|Medium}}||{{number|18340|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|3|Hard}}||{{number|403948|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|4|Insane}}||{{number|3.41E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|5|Nightmare}}||{{number|2.85E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|2|[[Desert]]}}||{{Sort|6|Impossible}}||{{number|5.24E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|1|Easy}}||{{number|2877|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|2|Medium}}||{{number|21852|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|3|Hard}}||{{number|419964|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|4|Insane}}||{{number|3.43E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|5|Nightmare}}||{{number|2.85E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|3|[[Winter]]}}||{{Sort|6|Impossible}}||{{number|5.24E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|1|Easy}}||{{number|28051|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|2|Medium}}||{{number|65680|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|3|Hard}}||{{number|660921|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|4|Insane}}||{{number|4.18E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|5|Nightmare}}||{{number|3.61E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|4|[[Underground]]}}||{{Sort|6|Impossible}}||{{number|8.25E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|1|Easy}}||{{number|154692|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|2|Medium}}||{{number|305789|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|3|Hard}}||{{number|2340000|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|4|Insane}}||{{number|1.17E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|5|Nightmare}}||{{number|1.24E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|5|[[Volcano]]}}||{{Sort|6|Impossible}}||{{number|6.32E+17|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|1|Easy}}||{{number|1740000|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|2|Medium}}||{{number|3140000|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|3|Hard}}||{{number|1.82E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|4|Insane}}||{{number|3.91E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|5|Nightmare}}||{{number|2.35E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|6|[[High Mountain]]}}||{{Sort|6|Impossible}}||{{number|1.61E+18|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|1|Easy}}||{{number|3.81E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|2|Medium}}||{{number|6.92E+07|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|3|Hard}}||{{number|3.99E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|4|Insane}}||{{number|6.72E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|5|Nightmare}}||{{number|1.53E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|7|[[Jungle]]}}||{{Sort|6|Impossible}}||{{number|4.79E+18|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|1|Easy}}||{{number|1.31E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|2|Medium}}||{{number|2.39E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|3|Hard}}||{{number|1.40E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|4|Insane}}||{{number|2.37E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|5|Nightmare}}||{{number|5.02E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|8|[[Metallic Ruins]]}}||{{Sort|6|Impossible}}||{{number|1.06E+19|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|1|Easy}}||{{number|7.80E+08|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|2|Medium}}||{{number|1.46E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|3|Hard}}||{{number|9.30E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|4|Insane}}||{{number|1.80E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|5|Nightmare}}||{{number|4.68E+13|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|9|[[Beach]]}}||{{Sort|6|Impossible}}||{{number|1.40E+20|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|1|Easy}}||{{number|3.87E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|2|Medium}}||{{number|7.53E+09|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|3|Hard}}||{{number|5.32E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|4|Insane}}||{{number|1.21E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|5|Nightmare}}||{{number|4.29E+14|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|10|[[Ocean]]}}||{{Sort|6|Impossible}}||{{number|2.73E+21|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|1|Easy}}||{{number|1.68E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|2|Medium}}||{{number|3.39E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|3|Hard}}||{{number|2.66E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|4|Insane}}||{{number|7.20E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|5|Nightmare}}||{{number|3.48E+15|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|11|[[Neutral]]}}||{{Sort|6|Impossible}}||{{number|5.06E+22|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|1|Easy}}||{{number|8.56E+10|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|2|Medium}}||{{number|1.80E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|3|Hard}}||{{number|1.60E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|4|Insane}}||{{number|5.28E+13|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|5|Nightmare}}||{{number|3.71E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|12|[[Dark Realm]]}}||{{Sort|6|Impossible}}||{{number|1.46E+24|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|1|Easy}}||{{number|5.23E+11|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|2|Medium}}||{{number|1.16E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|3|Hard}}||{{number|1.19E+13|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|4|Insane}}||{{number|4.93E+14|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|5|Nightmare}}||{{number|5.34E+17|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|13|[[Heaven]]}}||{{Sort|6|Impossible}}||{{number|6.62E+25|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|1|Easy}}||{{number|7.14E+12|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|2|Medium}}||{{number|1.84E+13|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|3|Hard}}||{{number|2.98E+14|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|4|Insane}}||{{number|2.57E+16|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|5|Nightmare}}||{{number|1.09E+20|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|14|[[Universe]]}}||{{Sort|6|Impossible}}||{{number|5.19E+29|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|1|Easy}}||{{number|7.58E+14|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|2|Medium}}||{{number|2.88E+15|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|3|Hard}}||{{number|1.47E+17|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|4|Insane}}||{{number|7.94E+19|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|5|Nightmare}}||{{number|1.05E+25|suffix=%}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Sort|15|[[Chaos]]}}||{{Sort|6|Impossible}}||{{number|4.82E+38|suffix=%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Region&amp;diff=1667</id>
		<title>Region</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Region&amp;diff=1667"/>
		<updated>2021-08-02T18:55:55Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Remove redundant Region page in favor of Regions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Regions]]&lt;/div&gt;</summary>
		<author><name>Kerulis</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=1366</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=1366"/>
		<updated>2021-03-30T12:16:11Z</updated>

		<summary type="html">&lt;p&gt;Kerulis: Lowered the heading level of Boss 1 spoiler to put it in line in Table of Contents. Renamed the section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
[[File:Black resource.png|left]]&lt;br /&gt;
The '''Statue of Cubos''' is a building you use to fight bosses.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the statue of cubos will unlock more upgrade per boss.&lt;br /&gt;
&lt;br /&gt;
Bosses are unlocked by upgrading [[Military Tier|military tiers]].&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Boss fights are unique, as every different boss is essentially a different game, with each boss playing differently than the core game.&lt;br /&gt;
&lt;br /&gt;
The boss menu select screen is to the left, where upon clicking the screen opens the boss selection menu.&lt;br /&gt;
&lt;br /&gt;
Every boss menu screen has upgrades to purchase, the control schemes, and an info section.&lt;br /&gt;
&lt;br /&gt;
To buy higher tier upgrades, you should buy lower tier upgrades.&lt;br /&gt;
&lt;br /&gt;
===Cylindro===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With the power to control the wind and water, Cylindro unleashes his rage onto his enemies in forms of large waterstorms. Sometimes he just tires to crush them with his entire body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 10*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Left/Right or A/D&lt;br /&gt;
*'''Fire Missiles:''' Up, W, Spacebar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cylindro. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the tower over time.&lt;br /&gt;
*'''Energy Regeneration:''' Regenerates the tower's energy over time.&lt;br /&gt;
*'''Powerup bonus:''' Increases power gain by pickups.&lt;br /&gt;
*'''Resistance bonus:''' Tower receives less damage.&lt;br /&gt;
*'''Damage bonus:''' Tower puts out more damage.&lt;br /&gt;
*'''Speed bonus:''' Tower moves faster.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Boss 1&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:StatueOfCubosExample.png|thumb]]&lt;br /&gt;
====Fight Description====&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms.&lt;br /&gt;
&lt;br /&gt;
You can dodge his attacks by hopping to adjacent pillars.&lt;br /&gt;
&lt;br /&gt;
To damage cylindro you need to fire missiles, this will cost energy.&lt;br /&gt;
&lt;br /&gt;
Energy orbs spawn randomly on pillars, use these to restore energy.&lt;br /&gt;
&lt;br /&gt;
If you defeat cylindro you are rewarded one exotic gem.&lt;br /&gt;
&lt;br /&gt;
VERIFY : remove that part to verify&lt;br /&gt;
If you hit cylindro before his first spin, he will do a headbutt.&lt;br /&gt;
&lt;br /&gt;
If you hit cylindro before his second spin, he will do a water storm. (1 side)&lt;br /&gt;
&lt;br /&gt;
If you dont hit cylindro or attack him after his second spin or hit him during the spin, he will do a water storm. (2 side)&lt;br /&gt;
&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pyramidas===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Long years of experiments and scientific corruption have turned Pyramidas into a monstrosity that unites the power of two seemingly different worlds, electricity and nature.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 25*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Shoot:''' Left mouse button (hold)&lt;br /&gt;
*'''Manual Reload:''' Right mouse button&lt;br /&gt;
*'''Faster Reloading:''' Shake mouse&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the player defeat Pyramidas. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health regeneration:''' Heals the player over time.&lt;br /&gt;
*'''Ammunition Bonus:''' Increases the maximum amount of ammo in a single reload.&lt;br /&gt;
*'''Damage Bonus:''' Increases bullet damage.&lt;br /&gt;
&lt;br /&gt;
===Cubos Jr.===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;With his father now long gone, Cubos Jr tries to step into his legacy by perfecting his fire and earth manipulation skills. Be careful! even though he is small, he might catch you off-gua... ahem ... off-beat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For first defeat on each tier, you will be rewarded with 50*Tier exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Movement:''' Arrows or WASD&lt;br /&gt;
*'''Drop bomb:''' Left mouse button, or scroll mouse, or space bar&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower defeat Cubos Jr. The upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Two bombs upgrade:''' Allows the tower to put out two bombs at the same time&lt;br /&gt;
*'''Explosion diagonal:''' The bombs explosion will also spread into its diagonal position instead of its side only&lt;br /&gt;
&lt;br /&gt;
===Dodecai===&lt;br /&gt;
&lt;br /&gt;
====Info====&lt;br /&gt;
&amp;quot;Banished in a realm between light and darkness, Dodecai likes to play strategic games. Don't be fooled by the puppets you are allowed to summon in this challenge, they are mere empty hulls of their former selves. ''Seriously, why are they moving like that?''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you defeat Dodecai for first time, you will be rewarded with 100 exotic gems&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
&lt;br /&gt;
*'''Play card:''' Left mouse button on selected card&lt;br /&gt;
*'''Drag camera:''' Click and hold left mouse button on the map area&lt;br /&gt;
*'''Discard card:''' Right mouse button on selected card&lt;br /&gt;
*'''Rotate camera:''' Click and hold right mouse button on the map area&lt;br /&gt;
*'''Zoom:''' Scroll mouse wheel up to zoom in, and down to zoom out&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
These upgrades help the tower to defeat Dodecai. These upgrades are:&lt;br /&gt;
&lt;br /&gt;
*'''Health bonus:''' Increases tower's maximum health&lt;br /&gt;
*'''Energy bonus:''' Increases tower's maximum energy&lt;br /&gt;
*'''Damage bonus:''' Increases damage dealt on opponent's fighters and Dodecai&lt;br /&gt;
&lt;br /&gt;
''Note: Currently Dodecai's boss fight has only 1 stage''&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
None.&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>Kerulis</name></author>
		
	</entry>
</feed>