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	<title>The Perfect Tower II - User contributions [en]</title>
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	<updated>2026-09-15T07:14:30Z</updated>
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		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=4173</id>
		<title>Modules</title>
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		<updated>2026-08-14T13:39:30Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: /* Boss Artifacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be at least 400 modules in the game so the amount of possible builds is massive. ''(1.37e+65 or more)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''399''' modules available to unlock (as of v1.0.10).&lt;br /&gt;
[[File:TowerTesting Bumps.png|thumb|Icon Art of all modules unlockable from Regions in Tower Testing as of v0.35 (November 2023) by bumpusm |link=Special:FilePath/TowerTesting_Bumps.png]]&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility, Ultimate &amp;amp; Other===&lt;br /&gt;
A module is either Offensive, Defensive, Utility, Ultimate, Special, or Legendary.&lt;br /&gt;
&lt;br /&gt;
====Offensive====&lt;br /&gt;
Offensive increase the damage of your tower in some way.&lt;br /&gt;
&lt;br /&gt;
This can be by boosting the damage of your bullets, doing a unique attack upon activation, or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
====Defensive====&lt;br /&gt;
Defensive modules improve your tower's ability to survive attacks.&lt;br /&gt;
&lt;br /&gt;
They can be improvements to health/health regeneration, or damage reduction, etc.&lt;br /&gt;
&lt;br /&gt;
====Utility====&lt;br /&gt;
Utility modules do not directly improve offense or defense, but instead have other effects.&lt;br /&gt;
&lt;br /&gt;
They can do things like supply energy for skills, or generate resources, for example.&lt;br /&gt;
&lt;br /&gt;
====Ultimate====&lt;br /&gt;
Ultimate modules provide special, usually powerful bonuses.&lt;br /&gt;
&lt;br /&gt;
====Special &amp;amp; Legendary====&lt;br /&gt;
Special modules provide unusual bonuses or alter the Tower in some way, while Legendary modules usually have extremely powerful effects, sometimes even moreso than Ultimate modules.&lt;br /&gt;
&lt;br /&gt;
Both types are quite rare to find. Legendary modules are not required for Museum statistic, nor Achievements.&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in a [[Tower Testing]] run with experience or gems, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate.&lt;br /&gt;
&lt;br /&gt;
In tier I, the cost to level up a typical module from 0 to 1 is 1 resource, and the cost of upgrade increases by 1 for each subsequent upgrade. For example, the final upgrade from level 99 to 100 would cost 100 resources. This means that for a tier 1 module, the total number of resources necessary to upgrade to the max level would be 5050. (There are exceptions: Attack Speed, for example, costs 25 resources to level up from 0 to 1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.)&lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can extend the maximum tier of most modules by prestiging inside the [[Headquarters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100 or whatever the max level of the module was for its initial tier (e.g. 20 for Attack Speed).&lt;br /&gt;
&lt;br /&gt;
Tiering up also increases the upgrade cost of the modules. For tier II, each upgrade costs 8 times as much as it does for tier I.&lt;br /&gt;
&lt;br /&gt;
All modules except special modules cap at tier 250.&lt;br /&gt;
&lt;br /&gt;
Tiering up costs &amp;lt;code&amp;gt;7500 * 12^(tier-1)&amp;lt;/code&amp;gt; Workshop resources, multiplied further by the cost of upgrading the module from level 0 to level 1 at tier 1. (Tier refers to the current tier of the module.)&lt;br /&gt;
&lt;br /&gt;
==Unlocking Modules==&lt;br /&gt;
Modules are unlocked in a variety of different ways. For details on unlocking each module, see [[#List of Modules|List of Modules]].&lt;br /&gt;
&lt;br /&gt;
Modules can be unlocked in a variety of ways:&lt;br /&gt;
&lt;br /&gt;
*Regions ([[Modules#Regions|see below]])&lt;br /&gt;
*[[Laboratory]]&lt;br /&gt;
*Completing [[Challenge|Challenges]]&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Workshop]]&lt;br /&gt;
*Researching [[Artifacts]]&lt;br /&gt;
*[[Mine|Asteroid Mining]]&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
Each [[Regions|region]] drops a unique selection of modules. Some modules are dropped upon reaching specific waves, and others are dropped as a random chance.&lt;br /&gt;
&lt;br /&gt;
When exiting the round (either by quitting manually, fulfilling the victory condition or dying), each module in the region has a chance to drop. Multiple modules can drop in the same round, and dropped modules are not lost when restarting the round from the round-over screen, or using auto-restart.&lt;br /&gt;
&lt;br /&gt;
The formula for calculating the final drop chance of a module is:&lt;br /&gt;
&lt;br /&gt;
{{Math|''Bdc'' × ''Pb'' × ''Df'' × Log10(''Cw'' / 10)}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
*{{Math|''Bdc''}} is the '''base drop chance''' of the module&lt;br /&gt;
*{{Math|''Pb''}} is the multiplier from any '''player bonuses'''&lt;br /&gt;
*{{Math|''Df''}} is the '''difficulty factor''' from the current region difficulty&lt;br /&gt;
*{{Math|''Cw''}} is the '''current wave''' reached upon round end&lt;br /&gt;
&lt;br /&gt;
In general, when attempting to unlock modules, it is better to do many short runs than it is to do one long run, this is because the formula for the wave is based off a logarithmic function, which scales really poorly based off of time. Doing a run to wave 1000 only has a 2x drop chance compared to wave 100, but it takes a lot longer to get there making it faster to do 2+ runs to wave 100 rather than 1 run to wave 1000 in the same time. Note that you must reach at least wave 11 on a given run in order for modules to have a chance at dropping which makes the optimal wave to get to around 30-50.&lt;br /&gt;
&lt;br /&gt;
For farming modules base there are 3 methods based on your [[Military Tier]]&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 0-4 it is best to go to the highest difficulty you can reach on a region and then do tons of short runs to wave 30-50 with every software you have unlocked turned on.&lt;br /&gt;
&lt;br /&gt;
For [[Military Tier]] 5+ it is best to go to the highest endless mode you have unlocked on a region since Wave Momentum and other software allow you to get to wave 100+ in around 3 seconds which takes less time than before but gets you to a higher wave for much better unlock chance&lt;br /&gt;
&lt;br /&gt;
For Military Tier 8+ (spoiler)&amp;lt;spoiler&amp;gt;If you are [[Military Tier]] 8+ and you have unlocked era on a region you can just use &amp;quot;New Bounds&amp;quot; with an empty blueprint to get to what is effectively Wave 100B with 1 second runs&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Drop Chance Bonuses====&lt;br /&gt;
There are 7 player drop chance bonuses currently:&lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Laboratory#Skills|Module Molecules skill]] obtained from the [[laboratory]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&lt;br /&gt;
*[[Winter|Winter Challenge]] 1&lt;br /&gt;
*Global Boosts&lt;br /&gt;
*[[Seasonal Events]]&lt;br /&gt;
&lt;br /&gt;
====Difficulty Factor====&lt;br /&gt;
Higher difficulties have a greater chance of dropping modules. The multiplier is equal to the pack size/4 (with the exception of Hard, unless it has a x2 multiplier), the pack size is the number of enemies that spawn per path per wave on a specific difficulty, so on Forest Hard, there are 24 enemies that spawn per normal wave, 4 paths times 6 pack size. The difficulty factor for each difficulty is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Difficulty!!Factor&lt;br /&gt;
|-&lt;br /&gt;
|Easy||x1&lt;br /&gt;
|-&lt;br /&gt;
|Medium||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Hard||x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Insane||x2&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare||x2.25&lt;br /&gt;
|-&lt;br /&gt;
|Impossible||x2.5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; showfilename=&amp;quot;yes&amp;quot; caption=&amp;quot;Modules from Regions&amp;quot;&amp;gt;&lt;br /&gt;
File:Modules Region2.png&lt;br /&gt;
File:Modules Region3.png&lt;br /&gt;
File:Modules Region4.png&lt;br /&gt;
File:Modules Region6.png&lt;br /&gt;
File:Modules Region7.png&lt;br /&gt;
File:Modules Region8.png&lt;br /&gt;
File:Modules Region9.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
Note: the modules' descriptions were taken directly from the game (with the exception of formulas). For any grammar mistakes (like missing apostrophes), blame the developers (or the wiki maintainers because many of those are fixed now).&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
====Default====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Attack'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Provides the tower some basic Neutral damage.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 80000&lt;br /&gt;
Tier 2: 400000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e7/10M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 7.5e8/750M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Attack Speed'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Modifies the tower's attack speed.&lt;br /&gt;
|ATTACKSPEED&lt;br /&gt;
|Tier 1-5: 1÷(.4-.05(t-1))&lt;br /&gt;
Tier 6+: 1÷(.19-(.04/244)×(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stone Foundation'''|| ||N/A||Unlocked from start&lt;br /&gt;
|A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|Tier 1: 250000&amp;lt;br&amp;gt;Tier 2: 7.5e6/7.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.25e7/22.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e7/60M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 8e8/800M × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Regeneration'''|| ||N/A||Unlocked from start&lt;br /&gt;
|Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1: 2500&lt;br /&gt;
Tier 2: 10000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 50000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 250000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1e6/1M × 2^(t-5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Regional====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Bouncing'''|| ||R01: [[Forest]]||Wave 10&lt;br /&gt;
|Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1-5: 50% + 7.5% × (t-1), 2 + (t-1)&lt;br /&gt;
Tier 6+: 81% + 14/244 × (t-6), floor(6 + 1/61 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Multishot'''|| ||R01: [[Forest]]||Wave 30&lt;br /&gt;
|Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
|CHANCE AREA&lt;br /&gt;
|Tier 1: 50%, 2&lt;br /&gt;
Tier 2: 60%, 3&lt;br /&gt;
&lt;br /&gt;
Tier 3: 65%, 4&lt;br /&gt;
&lt;br /&gt;
Tier 4: 70%, 5&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%, 6&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 8/244 × (t-6), floor(6 + 1/81 × (t-7)) (min 6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Touch'''|| ||R01: [[Forest]]||Wave 40&lt;br /&gt;
|Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|NATURE DAMAGE LIFESTEAL&lt;br /&gt;
|Tier 1: 50000, 3%&lt;br /&gt;
Tier 2: 630000, 4%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 20.55e6/20.55M, 5.5%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1e8/100M, 7%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 7e8/700M, 9%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 2^t × 12890625&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Attack'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Burst'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Crit'''|| ||R01: [[Forest]]||Random 2%&lt;br /&gt;
|Provides a chance to multiply your projectile's Nature damage.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Elemental Resistance'''|| ||R01: [[Forest]]||Wave 20&lt;br /&gt;
|Reduces incoming Elemental damage by a certain percentage. Neutral and Universal damage are not considered Elemental.&lt;br /&gt;
|FIRE WATER EARTH AIR NATURE LIGHT DARKNESS ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-5: 50% + 10% × (t-1)&lt;br /&gt;
Tier 6: 93%&lt;br /&gt;
&lt;br /&gt;
Tier 7: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 8: 97%&lt;br /&gt;
&lt;br /&gt;
Tier 9: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 10: 99.9%&lt;br /&gt;
&lt;br /&gt;
Tier 10+: 1/(1000 × 1.04^(t-11)+1.001+.025×(t-5))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Resistance'''|| ||R01: [[Forest]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Wave Resources'''|| ||R01: [[Forest]]||Wave 50&lt;br /&gt;
|Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
|RESOURCES WAVE&lt;br /&gt;
|Tier 1-5: 1000 × 10^(t-1)&lt;br /&gt;
Tier 6+: 1.5e8/150M × 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Attack'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Burst'''|| ||R02: [[Desert]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Crit'''|| ||R02: [[Desert]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Heal'''||Yes||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: 500000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 4e7/40M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 1.25e8/125M × 3^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Granite Foundation'''|| ||R02: [[Desert]]||Wave 10&lt;br /&gt;
|A stronger foundation that provides more hitpoints than the stone foundation but in turn slows the attack speed of the tower by increasing the cooldown between attacks by &amp;lt;code&amp;gt;(80-10*min(tier,5))&amp;lt;/code&amp;gt;%.&lt;br /&gt;
|HEALTH ATTACKSPEED&lt;br /&gt;
|Tier 1: 5e7/50M, 70%&lt;br /&gt;
Tier 2: 7.5e9/7.5B, 60%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 5.625e11/562.5B, 50%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 2.25e13/22.5T, 40%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 8e14/800T, 30%&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.8e16/48Qa × 2.1^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Resistance'''|| ||R02: [[Desert]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|Tier 1: 100&lt;br /&gt;
Tier 2: 750&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 5000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 40000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 75000 + 25000 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Regeneration'''|| ||R02: [[Desert]]||Wave 1&lt;br /&gt;
|Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-10: 1% × t&lt;br /&gt;
Tier 11+: 10.44% + .04% × (t-11)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Attack'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 120000&lt;br /&gt;
Tier 2: 600000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 8e7/80M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 2e9/2B&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 4.5e9/4.5B × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Burst'''|| ||R03: [[Winter]]||Random 2%&lt;br /&gt;
|Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: 1.5e6/1.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3e7/30M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.8e8/180M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 1.5e9/1.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Splash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|NEUTRAL CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1: 10000&lt;br /&gt;
Tier 2: 200000&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 3.25e6/3.25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 1.25e7/12.5M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 9e7/90M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 6+: 1.2e8/120M × 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bash'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
|CHANCE STUN DEBUFF&lt;br /&gt;
|Tier 1: 20%, 1s&lt;br /&gt;
Tier 2: 23%, 1.2s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 25%, 1.5s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 28%, 1.75s&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5: 33%, 2s&lt;br /&gt;
&lt;br /&gt;
Tier 6: 36% + 0.18% × (t-6), 2.2s + 0.32s × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Crit'''|| ||R03: [[Winter]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 40% + 10% × (t-1), x12&lt;br /&gt;
Tier 5+: 80%, x12 + x2 × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Resistance'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1-4: 60% + 10% × (t-1)&lt;br /&gt;
Tier 5: 99%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1/(1000 × 1.05^(t-6)+1.026+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Basic Shield'''|| ||R03: [[Winter]]||Wave 50&lt;br /&gt;
|Provides the tower with a shield that absorbs damage.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|Tier 1: 2e6/2M&lt;br /&gt;
Tier 2: 2.5e7/25M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 3: 1e8/100M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 4: 6e8/600M&amp;lt;br&amp;gt;&lt;br /&gt;
Tier 5+: 2.5e9/2.5B × 2^(t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Boss Shield'''|| ||R03: [[Winter]]||Random 1.2%&lt;br /&gt;
|Reduces the incoming damage from Boss enemies.&lt;br /&gt;
|REACTIVE BLOCK BOSS&lt;br /&gt;
|Tier 1-5: 70% + 5% × (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Moon Energy'''|| ||R03: [[Winter]]||Random 5%&lt;br /&gt;
|Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Harvesting'''|| ||R04: [[Underground]]||Random 0.3%&lt;br /&gt;
|Provides a chance to deal 33% of the primary target's current health as additional Darkness damage.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Tier 1-5: 10% + 2% × (t-1)&lt;br /&gt;
Tier 6+: 18.1% + 26.9%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Armor'''|| ||R04: [[Underground]]||Random 5%&lt;br /&gt;
|Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shelter'''|| ||R04: [[Underground]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|Tier 1: 10%&lt;br /&gt;
Tier 2: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 40%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40% + .2% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Transmute'''|| ||R04: [[Underground]]||Random 0.8%&lt;br /&gt;
|Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
|RESOURCES CHANCE&lt;br /&gt;
|Tier 1-6: 15% 1-2 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 15% 100000-200000 × 1.5 ^ (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Offensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
|WAVE CHANCE MODULE&lt;br /&gt;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Defensive Pack'''|| ||R04: [[Underground]]||Random 2%&lt;br /&gt;
|Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
|WAVE CHANCE MODULE&lt;br /&gt;
|Tier 1+: 20% × t (cap at 100%), t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Firestorm'''||Yes||R05: [[Volcano]]||Random 1%&lt;br /&gt;
|Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|Tier 1: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.25e8/125M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e10/75B&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5e10/75B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Burning Attack'''|| ||R05: [[Volcano]]||Random 0.4%&lt;br /&gt;
|Provides a 10% chance to ignite all enemies in a large area around the primary target, burning them for a specific amount of Fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|FIRE CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1: 60000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3.25e6/3.25M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1.75e7/17.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 5e8/500M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1.25e9/1.25B * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Armor'''|| ||R05: [[Volcano]]||Random 5%&lt;br /&gt;
|Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1-6: 1000 × 10 ^ (t-1)&lt;br /&gt;
Tier 7+: 5e8/500M × 5^(t-7)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magma Foundation'''|| ||R05: [[Volcano]]||Wave 100&lt;br /&gt;
|A fiery foundation that provides the tower with some hitpoints and increases Fire resistance, but lowers Water resistance. In addition outgoing Fire damage is multiplied by 40.&lt;br /&gt;
|FIRE WATER HEALTH RESISTANCE&lt;br /&gt;
|Tier 1: 16666.667, 50%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 375000, 60%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 900000, 70%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2e6/2M, 80%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 2.2857e7/22.857M, 90%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4e7/40M * 2^(t-6), 90%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Divine Blessing'''|| ||R06: [[High Mountain]]||Random 0.15%&lt;br /&gt;
|Provides a chance to damage an enemy by 5% of the tower's current hitpoints and to temporarily increase the tower's maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|LIGHT CHANCE DAMAGE HEALTH&lt;br /&gt;
|Tier 1: 10%, 380&lt;br /&gt;
&lt;br /&gt;
Tier 2: 15%, 1300&lt;br /&gt;
&lt;br /&gt;
Tier 3: 20%, 6391&lt;br /&gt;
&lt;br /&gt;
Tier 4: 25%, 19464&lt;br /&gt;
&lt;br /&gt;
Tier 5: 30%, 189000&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 30%, 300015 * 1.5^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|LIGHT AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|FIRE AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Splash'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|ELECTRICITY AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Splash'''|| ||R06: [[High Mountain]]||Random 2%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|AIR AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Shell'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|AIR RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Barrier'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|AIR REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Bulletproof'''|| ||R06: [[High Mountain]]||Random 0.9%&lt;br /&gt;
|Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
|REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|Tier 1-5: 70% + 5% * (t-1)&lt;br /&gt;
Tier 6+: 1/(100 × 1.04^(t-6)+1.055+.025×t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Recharger'''|| ||R06: [[High Mountain]]||Random 1%&lt;br /&gt;
|Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
|SHIELD REACTIVE REGENERATION&lt;br /&gt;
|Tier 1-5: 6% * t&lt;br /&gt;
Tier 6+: 30% + 2% × (t-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifeleech'''||Yes||R07: [[Jungle]]||Random 1.5%&lt;br /&gt;
|Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
|ACTIVE INSTANT AREA LIFESTEAL&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.5e6/2.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 1e7/10M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 7.5e7/75M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.25e8/225M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|EARTH AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|WATER AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Splash'''|| ||R07: [[Jungle]]||Random 2%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|NATURE AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Splash'''|| ||R07: [[Jungle]]||Random 0.9%&lt;br /&gt;
|Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|DARKNESS AREA DAMAGE&lt;br /&gt;
|Tier 1: 5000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 100000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5e6/1.5M&lt;br /&gt;
&lt;br /&gt;
Tier 4: 7.5e6/7.5M&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4.5e7/45M&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 6e7/60M * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|NATURE RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|EARTH RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Shell'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|WATER RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|NATURE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|EARTH REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Barrier'''|| ||R07: [[Jungle]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|WATER REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sparks'''|| ||R08: [[Metallic Ruins]]||Random 0.8%&lt;br /&gt;
|Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|ELECTRICITY DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|Tier 1: 10000 - 100000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 40000 - 250000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 100000 - 3M/3e6&lt;br /&gt;
&lt;br /&gt;
Tier 4: 2M/2e6 - 60M/6e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 35M/3.5e7 - 400M/4e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 80M/8e7 * 2^(t-6) - 1.2B/1.2e9 * 2^(t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steini's Chained Ball'''|| ||R08: [[Metallic Ruins]]||Random 0.4%&lt;br /&gt;
|Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
|COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: x30&lt;br /&gt;
&lt;br /&gt;
Tier 2: x60&lt;br /&gt;
&lt;br /&gt;
Tier 3: x115&lt;br /&gt;
&lt;br /&gt;
Tier 4: x220&lt;br /&gt;
&lt;br /&gt;
Tier 5: x425&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x1030 + 1005*(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: -(90% - 5%*(t-1))&lt;br /&gt;
&lt;br /&gt;
Tier 6+: -(69% - 0.1%*(t-6))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|FIRE RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|ELECTRICITY RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Shell'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 50 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|LIGHT RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|ELECTRICITY REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Barrier'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|LIGHT REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diamond Foundation'''|| ||R08: [[Metallic Ruins]]||Random 1%&lt;br /&gt;
|This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
|HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 15M/1.5e7&lt;br /&gt;
&lt;br /&gt;
Tier 2: 675M/6.75e8&lt;br /&gt;
&lt;br /&gt;
Tier 3: 2.7B/2.7e9&lt;br /&gt;
&lt;br /&gt;
Tier 4: 9B/9e9&lt;br /&gt;
&lt;br /&gt;
Tier 5: 144B/1.44e11&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 304B/3.04e11 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: /(100 + 50*(t-1))&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Execution'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below &amp;lt;code&amp;gt;{threshold}&amp;lt;/code&amp;gt; of their maximum value.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 200000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 1.2M/1.2e6&lt;br /&gt;
&lt;br /&gt;
Tier 3: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 750M/7.5e8&lt;br /&gt;
&lt;br /&gt;
Tier 5: 4B/4e9&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 12B/1.2e10 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Threshold:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(25% + 5%*(t-1), 45%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rapidfire'''|| ||R09: [[Beach]]||Random 0.9%&lt;br /&gt;
|Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
|CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|Tier 1: 20%, 1 sec&lt;br /&gt;
&lt;br /&gt;
Tier 2: 23%, 1.2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 3: 25%, 1.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 4: 28%, 2 sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 33%, 2.5 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 35% + 15%/244 × (t-6), 2.6 + 1.8/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Splash'''|| ||R09: [[Beach]]||Random 0.3%&lt;br /&gt;
|Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|NEUTRAL CHANCE AREA DAMAGE&lt;br /&gt;
|Tier 1-5: 10% * t&lt;br /&gt;
Tier 6+: 56% + 0.015% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Multishot'''||Yes||R09: [[Beach]]||Random 0.8%&lt;br /&gt;
|Instantly fires a missile at up to &amp;lt;code&amp;gt;{targets}&amp;lt;/code&amp;gt; targets around the tower.&lt;br /&gt;
|ACTIVE INSTANT AREA&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (7 - t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Targets:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 40 + 5*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1500 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1500 + 33% - 0.1% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Barrier'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|DARKNESS REACTIVE DAMAGE&lt;br /&gt;
|Tier 1+: 10% + 5% * (t-1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Fire damage by a certain amount while at the same time multiplying incoming Water damage.&lt;br /&gt;
|FIRE RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Water damage by a certain amount while at the same time multiplying incoming Fire damage.&lt;br /&gt;
|WATER RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Earth damage by a certain amount while at the same time multiplying incoming Air damage.&lt;br /&gt;
|EARTH RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Air damage by a certain amount while at the same time multiplying incoming Earth damage.&lt;br /&gt;
|AIR RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Nature damage by a certain amount while at the same time multiplying incoming Electricity damage.&lt;br /&gt;
|NATURE RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Electricity damage by a certain amount while at the same time multiplying incoming Nature damage.&lt;br /&gt;
|ELECTRICITY RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Light damage by a certain amount while at the same time multiplying incoming Darkness damage.&lt;br /&gt;
|LIGHT RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Exchange'''|| ||R09: [[Beach]]||Random 1%&lt;br /&gt;
|Divides incoming Darkness damage by a certain amount while at the same time multiplying incoming Light damage.&lt;br /&gt;
|DARKNESS RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Energy'''|| ||R09: [[Beach]]||Random 5%&lt;br /&gt;
|Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
|ENERGY REGENERATION&lt;br /&gt;
|Tier 1-5: 20% × t&lt;br /&gt;
Tier 6+: 100% + 1% × t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Super Bounce'''||Yes||R09: [[Beach]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns a missile that jumps a lot of times. ''BudEBoy exploited the Developers to create this module.''&lt;br /&gt;
|ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: max(7 - 1*(t-1), 3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bounces:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20 + 10*(t-1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 55 + t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Shards'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Deals Water damage on impact and slows the movementspeed of the primary target for 2 seconds.&lt;br /&gt;
|WATER DAMAGE SLOW DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 40000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 18M/1.8e7&lt;br /&gt;
&lt;br /&gt;
Tier 4: 80M/8e7&lt;br /&gt;
&lt;br /&gt;
Tier 5: 500M/5e8&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800M/8e8 * 2^(t-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(50% + 5%*(t-1), 70%)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Impetus'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: 35%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 55%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 75%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 95%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (95 + t/10)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Shell'''|| ||R10: [[Ocean]]||Random 1%&lt;br /&gt;
|Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|DARKNESS RESISTANCE BUFF&lt;br /&gt;
|Tier 1: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 7%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 12%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 14%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15.05% + 0.12% × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Aura'''|| ||R10: [[Ocean]]||Random 0.8%&lt;br /&gt;
|Slows the movementspeed of enemies in a 20M radius around the tower.&lt;br /&gt;
|AURA SLOW DEBUFF&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 45%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 65%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 80%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 82% + 17%/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Fire enemies.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Water enemies.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Earth enemies.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Air enemies.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Nature enemies.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Light enemies.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Projectiles'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Increases the damage dealt against Universal enemies.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|Tier 1: +17%&lt;br /&gt;
&lt;br /&gt;
Tier 2: +23%&lt;br /&gt;
&lt;br /&gt;
Tier 3: +30%&lt;br /&gt;
&lt;br /&gt;
Tier 4: +43%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: +(60 + 8*(t-5))%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Divides incoming Neutral damage by a certain amount while at the same time multiplying incoming Universal damage.&lt;br /&gt;
|NEUTRAL RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Exchange'''|| ||R11: [[Neutral]]||Random 1%&lt;br /&gt;
|Divides incoming Universal damage by a certain amount while at the same time multiplying incoming Neutral damage.&lt;br /&gt;
|UNIVERSAL RESISTANCE&lt;br /&gt;
|Tier 1+: 10 + 10*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Marble Foundation'''|| ||R11: [[Neutral]]||Random 0.8%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by &amp;lt;code&amp;gt;{resistance}&amp;lt;/code&amp;gt;. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|NETURAL UNIVERSAL HEALTH RESISTANCE&lt;br /&gt;
|Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 600000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1.5M (1.5e6)&lt;br /&gt;
&lt;br /&gt;
Tier 4: &amp;lt;code&amp;gt;24M (2.4e7)/7&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Tier 5: 40M (4e7)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2^(t-1) * &amp;lt;code&amp;gt;640M (6.4e8)/9&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-6: 200*t&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 900 + 50*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Darkness Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Darkness enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|DARKNESS CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Fire Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Fire enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Earth Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Earth enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|EARTH CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Water Crit'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Water enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|WATER CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Subsistence'''|| ||R12: [[Dark Realm]]||Random 1%&lt;br /&gt;
|Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1-5: x(3 + 2*t)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: x(10.2 + 0.51*t)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Light Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Light enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|LIGHT CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Nature Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Nature enemies by  &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Air Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Air enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|AIR CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Electricity Crit'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Provides a chance to multiply your damage against Electricity enemies by &amp;lt;code&amp;gt;min(tier - 1, 4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|ELECTRICITY CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(20 + 10*t, 70)%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(t-1, 4).&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|FIRE ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t&lt;br /&gt;
Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|WATER ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|AIR ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|EARTH ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|NATURE ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|ELECTRICITY ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|LIGHT ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Protection'''|| ||R13: [[Heaven]]||Random 1%&lt;br /&gt;
|Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|DARKNESS ARMOR&lt;br /&gt;
|Tier 1-5: 0.4 + 0.03*t  Tier 6+: 0.57 + 0.9/244 × (t-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|FIRE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|WATER BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|AIR BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|ELECTRICITY BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|DARKNESS BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|EARTH BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|NATURE BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Block'''|| ||R14: [[Universe]]||Random 1%&lt;br /&gt;
|Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|LIGHT BLOCK CHANCE&lt;br /&gt;
|Tier 1-5: (5 + 5*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: (30 + 0.2*t)%&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''L.O.S.O Drone System'''||Yes||&amp;lt;spoiler&amp;gt;R14: [[Universe]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;We watch the stars as our finial ring is constructed, hoping for a wish&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Spawns &amp;lt;code&amp;gt;{drones}&amp;lt;/code&amp;gt; drones that attack nearby units by &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of the tower's damage. Drones can trigger the same modules that a projectile could trigger upon arrival. ''Low Orbit Self Operated Drone System by Loso3svk.''&lt;br /&gt;
|ACTIVE INSTANT DAMAGE COMMUNITY&lt;br /&gt;
|Drones:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2+t&lt;br /&gt;
&lt;br /&gt;
Tier 6+: floor(7.2 + 0.2*t)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: min(10 + 5*t, 35)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|FIRE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|LIGHT ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|DARKNESS ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Focus'''||Yes||R15: [[Chaos]]||Random 1%&lt;br /&gt;
|Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|UNIVERSAL ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|Tier 1+: 20*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower'''||Yes||R15: [[Chaos]]||Wave 100&lt;br /&gt;
|Boosts the tower attack speed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt;, multiplies the max. health and health regeneration by &amp;lt;code&amp;gt;{health}&amp;lt;/code&amp;gt; and decreases incoming damage by 50%.&lt;br /&gt;
|ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: (20 + 10*t) sec&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 80 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: (20 + 10*t)%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 71% + 9%/244*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Health:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 3 + 2*t&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1000 + 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1000 + 9% - 8/244*t&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''W.I.N.C.E.'''|| ||R15: [[Chaos]]||Beat Chaos Impossible without using any offensive modules.&lt;br /&gt;
|Slows the tower's attackspeed by &amp;lt;code&amp;gt;{attackspeed}&amp;lt;/code&amp;gt; but provides a chance to instantly destroy attackers.&lt;br /&gt;
''The WootImNoob Incredible and Novel Complete and Efficient module.''&lt;br /&gt;
|REACTIVE NEUTRAL DAMAGE COMMUNITY&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1+: 2% + 0.06%*(t-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attack Speed:&lt;br /&gt;
&lt;br /&gt;
Tier 1+: 300% - (t-1)%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Laboratory====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Tier Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Taste'''|| ||[[Experiment: Fire]]||100°C&lt;br /&gt;
|Deals additional damage of type Fire based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Breath'''|| ||[[Experiment: Fire]]||3,000°C&lt;br /&gt;
|Provides a chance to release a wave of Fire that damages every unit on its way towards the primary target. Deals a fixed amount of damage.&lt;br /&gt;
|FIRE CHANCE AREA DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-4: 4% * (tier+1)&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 25%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1: {{Number|1e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 2: {{Number|8e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|60e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|300e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 5+: {{Number|5e9}} * 2.5^(tier-5)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Combustion'''|| ||[[Experiment: Fire]]||75,000°C&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt; chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|FIRE CHANCE DAMAGE&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 25% + 0.1% * (tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 2% + 3%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 5: 20%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 22% + 0.1% * (tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Fire'''|| ||[[Experiment: Fire]]||950,000°C&lt;br /&gt;
|Absorbs incoming Fire damage and releases it in an explosion once every second. Deals the absorbed damage multiplied by a specific factor to all enemies around the tower.&lt;br /&gt;
'''Absorbed damage still damages the Tower!'''&lt;br /&gt;
|FIRE REACTIVE DAMAGE&lt;br /&gt;
|Tier 1-5: 0.1x + 0.1x*tier&lt;br /&gt;
Tier 6+: 0.66x + 0.02x*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Incineration'''|| ||[[Experiment: Fire]]||5,000,000°C&amp;lt;br /&amp;gt;''(5M°C or 5e6°C)''&lt;br /&gt;
|Increases Fire damage based on the current hitpoint percentage of the primary target.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|Tier 1-6: 7% + 3%*tier&lt;br /&gt;
Tier 7+: 25% + 1.5%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Water Taste'''|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|WATER DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Nova'''||Yes||[[Experiment: Water]]||75L (0°C)&lt;br /&gt;
|Releases a wave of frost around the tower. Enemies affected by the cold cannot move for &amp;lt;code&amp;gt;{duration}&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|Cooldown:&lt;br /&gt;
Tier 1-5: 40 - 5*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 15 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 100+33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 100 + 33%-0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 3 + 1*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 5: 9 sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 9 + 0.05*(tier-6) sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Frost'''|| ||[[Experiment: Water]]||200L (-10°C)&lt;br /&gt;
|Slows the attackspeed of enemies that attack the tower. Lasts up to 5 seconds but refreshes once the unit attacks again.&lt;br /&gt;
|REACTIVE SLOW DEBUFF&lt;br /&gt;
|Tier 1-5: -(25% + 15%*tier)&lt;br /&gt;
Tier 6+: 100% + 2%*(tier-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shatter'''|| ||[[Experiment: Water]]||500L (-20°C)&lt;br /&gt;
|Increases water damage dealt against stunned or frozen enemies.&lt;br /&gt;
|WATER DAMAGE STUN&lt;br /&gt;
|Tier 1: 100%&lt;br /&gt;
Tier 2: 240%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 400%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 600%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 1000%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 1300% + 410%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Extinguish'''|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|CHANCE DAMAGE FIRE&lt;br /&gt;
|Tier 1-6: 1% + 1%*tier&lt;br /&gt;
Tier 7+: 7% + 0.075 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Glacier Spikes'''||Yes||[[Experiment: Water]]||2500L (-40°C)&lt;br /&gt;
|Spawns multiple ice pillars at random positions around the map (requires solid ground). Enemies that get too close to the pillars will take a fixed amount of water damage multiplied by the tower's water armor raised to the power of &amp;lt;code&amp;gt;{armor}&amp;lt;/code&amp;gt; (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|WATER ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|Armor:&lt;br /&gt;
Tier 1-6: 0.01*tier&lt;br /&gt;
&lt;br /&gt;
Tier 7+: 0.06 + 0.34/244*(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: {{Number|1e6}} * 10^(tier-1)&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|50e9}} * 4^(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slow:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 3 + 1*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 8.1 + 5/244 * (tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||{{Anchor|AbsoluteZero}}'''Absolute Zero'''|| ||[[Experiment: Water]]||100L (-273°C)&lt;br /&gt;
|Freezes time itself. Equipping your tower with this module slows the passage of time itself by 50%. ''Why did you go that far?''&lt;br /&gt;
|TIME&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature Taste'''|| ||[[Experiment: Nature]]||3 Plants&lt;br /&gt;
|Deals additional damage of type Nature based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Adaptive Regeneration'''|| ||[[Experiment: Nature]]||6 Plants&lt;br /&gt;
|Automatically repairs the tower by an amount based on its maximum hitpoints. Can not be further amplified by other modules that increase the hitpoint regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1-5: 5%*tier&lt;br /&gt;
Tier 6+: 30.4% + 1.4%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Nature'''|| ||[[Experiment: Nature]]||9 Plants&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance that incoming damage permanently increases the tower's HP-regeneration.&lt;br /&gt;
|REACTIVE HEALTH REGENERATION&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 25%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 25% + 0.1%*tier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regeneration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-4: 0.2% + 0.3%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 2% + 0.01%*(tier-5) &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Violent Seeds'''||Yes||[[Experiment: Nature]]||12 Plants&lt;br /&gt;
|Continuously increases the tower's Nature damage until the end of the duration.&lt;br /&gt;
|NATURE ACTIVE INSTANT BUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
Tier 1: 1%&lt;br /&gt;
&lt;br /&gt;
Tier 2: 2%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 3%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 5%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 8% + 3%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration/Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 25 * 2^(tier-1) sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 400 + 4*(tier-5) sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Rejuvenate'''|| ||[[Experiment: Nature]]||16 Plants&lt;br /&gt;
|Increases the tower's HP regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
|HEALTH REGENERATION&lt;br /&gt;
|Tier 1-5: 0.05% + 0.05%*tier&lt;br /&gt;
Tier 6+: 0.34% + 0.31%*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Path'''|| ||[[Experiment: Nature]]||22 Plants&lt;br /&gt;
|Projectiles that hit Nature enemies will start to bounce off to nearby targets, bouncing a total of 3 times, dealing Nature damage to additional targets.&lt;br /&gt;
|NATURE AREA DAMAGE&lt;br /&gt;
|Tier 1: 300000&lt;br /&gt;
Tier 2: {{Number|1.5e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|1e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|9e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|5e8}}&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|1e9}} * 2.4^(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Nature's Wrath'''|| ||[[Experiment: Nature]]||26 Plants&lt;br /&gt;
|Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL DAMAGE&lt;br /&gt;
|Tier 1: 50%&lt;br /&gt;
Tier 2: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 150%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 240%&lt;br /&gt;
&lt;br /&gt;
Tier 5+: 350% + 180%*(tier-5)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Daybloom'''|| ||[[Experiment: Nature]]||30 Plants&lt;br /&gt;
|Applies a part of module and damage factor related Light damage bonus to Nature damage as well.&lt;br /&gt;
|NATURE LIGHT DAMAGE&lt;br /&gt;
|Tier 1-6: 5% + 5%*tier&lt;br /&gt;
Tier 7+: 35% + 65%/244*(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gigantic Vines'''||Yes||[[Experiment: Nature]]||35 Plants&lt;br /&gt;
|Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals &amp;lt;code&amp;gt;{damage}&amp;lt;/code&amp;gt;% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|NATURE ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|Cost:&lt;br /&gt;
Tier 1-5: 800 + 33%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 800 + 33%-0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 90-10*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 40 sec&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 10%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 10% + 0.1%*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 2.5 + tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 7.5 sec&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earth Taste'''|| ||[[Experiment: Earth]]||1,750 kg/m³&lt;br /&gt;
|Deals additional damage of type Earth based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Steel Foundation'''|| ||[[Experiment: Earth]]||6,000 kg/m³&lt;br /&gt;
|A solid foundation that provides less hitpoints than stone foundation, but adds resistance to Neutral, Fire, Earth and Air damage.&lt;br /&gt;
|EARTH FIRE AIR NEUTRAL HEALTH RESISTANCE&lt;br /&gt;
|Hitpoints:&lt;br /&gt;
Tier 1: 25000&lt;br /&gt;
&lt;br /&gt;
Tier 2: 500000&lt;br /&gt;
&lt;br /&gt;
Tier 3: 1125000&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|2.4e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|8e7}}/3&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|320e6}}/7 * 2^(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resistance:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 20% + 10%*tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 70%&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gravel'''|| ||[[Experiment: Earth]]||30,000 kg/m³&lt;br /&gt;
|Provides a chance to produce gravel around the tower when attacking (displayed as a buff). Whenever an enemy attacks it gets stunned by 0.1 seconds for each layer of the buff and the incoming damage gets reduced by 33% per layer (multiplicative). Stacks up to 50 times and disappears when taking damage.&lt;br /&gt;
|REACTIVE STUN BLOCK&lt;br /&gt;
|Tier 1: 30%&lt;br /&gt;
Tier 2: 34%&lt;br /&gt;
&lt;br /&gt;
Tier 3: 38%&lt;br /&gt;
&lt;br /&gt;
Tier 4: 44%&lt;br /&gt;
&lt;br /&gt;
Tier 5: 50%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 60% + 40%/244 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Titanium Hull'''||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the tower's generic resistance by 99% and its generic armor by a variable amount but disables Energy Regeneration in exchange. Lasts up to 20 seconds.&lt;br /&gt;
|ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|Tier 1-6: 1000 * 10^tier&lt;br /&gt;
Tier 7+: {{Number|1e9}} * 8^(tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Avalanche'''|| ||[[Experiment: Earth]]||2.5M kg/m³&amp;lt;br /&amp;gt;''(2.5e6 kg/m³)''&lt;br /&gt;
|Provides a chance to multiply your outgoing projectile Earth damage by an exponential part of your Earth armor. The current multiplier is x^&amp;lt;code&amp;gt;{exponent}&amp;lt;/code&amp;gt; where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|EARTH DAMAGE&lt;br /&gt;
|Tier 1-6: 0.07 + 0.01*tier&lt;br /&gt;
Tier 7+: 0.13 + 0.27/244 * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Earthquake'''||Yes||[[Experiment: Earth]]||55M kg/m³&amp;lt;br /&amp;gt;''(55e6 kg/m³)''&lt;br /&gt;
|Stuns and damages all non-Earth enemies on the map and damages them by &amp;lt;code&amp;gt;{damage}&amp;lt;/code&amp;gt;% of the tower's maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|EARTH ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|Damage:&lt;br /&gt;
Tier 1+: 10 + 5*tier&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stun:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 1.5 + 0.5*tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 4 + 0.5*(tier-5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 26 - 3*tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 11 sec&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Electricity Taste'''|| ||[[Experiment: Electricity]]||5000 J&lt;br /&gt;
|Deals additional damage of type Electricity based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lightning'''||Yes||[[Experiment: Electricity]]||250000 J&lt;br /&gt;
|Hits all surrounding enemies with the wrath of the thundergod. Deals Electricity damage in a large radius around the tower, stunning all affected targets for 2 seconds.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|Tier 1: 100000&lt;br /&gt;
Tier 2: {{Number|1.25e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 3: {{Number|7.5e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 4: {{Number|5e7}}&lt;br /&gt;
&lt;br /&gt;
Tier 5: {{Number|175e6}}&lt;br /&gt;
&lt;br /&gt;
Tier 6+: {{Number|8.75e8}} * 2^(tier-6)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Overcharge'''|| ||[[Experiment: Electricity]]||1.25M J&lt;br /&gt;
''(1.25e6 J)''&lt;br /&gt;
|Provides the tower a chance to receive +25% attack speed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE ATTACKSPEED&lt;br /&gt;
|Chance:&lt;br /&gt;
Tier 1-5: 20% + 5% * tier&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 47% + 48%/244*(tier-6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
&lt;br /&gt;
Tier 1-5: 0.8 + 0.4 * tier sec&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 2.8 sec&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Transformator'''|| ||[[Experiment: Electricity]]||50M J&lt;br /&gt;
''(50e6 J)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{6 + 2*tier}&amp;lt;/code&amp;gt;% chance to restore a part of your shield whenever killing an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shock Ward'''||Yes||[[Experiment: Electricity]]||1B J&lt;br /&gt;
''(1e9 J)''&lt;br /&gt;
|Creates a ward at the targeted location which stuns enemies once they enter its area of effect. Lasts up to 30 seconds before disappearing.&lt;br /&gt;
|ACTIVE GROUND STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Darkness Taste'''|| ||[[Experiment: Darkness]]||5 Particles&lt;br /&gt;
|Deals additional damage of type Darkness based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heartstopper Aura'''|| ||[[Experiment: Darkness]]||15 Particles&lt;br /&gt;
|Decreases the hitpoints of nearby non-Boss units by a percentage based amount of damage type Darkness.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Darkness'''|| ||[[Experiment: Darkness]]||30 Particles&lt;br /&gt;
|Divides incoming Darkness damage by a specific amount as long as the tower's shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|DARKNESS REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Aura'''|| ||[[Experiment: Darkness]]||50 Particles&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Darkness, Fire, Earth and Nature damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|DARKNESS FIRE EARTH NATURE AURA DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Missile'''|| ||[[Experiment: Darkness]]||75 Particles&lt;br /&gt;
|Increases Darkness damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|DARKNESS DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Light Taste'''|| ||[[Experiment: Light]]||1 Image&lt;br /&gt;
|Deals additional damage of type Light based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|LIGHT DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dispel'''||Yes||[[Experiment: Light]]||3 Images&lt;br /&gt;
|Removes a negative buff from the tower.&lt;br /&gt;
|ACTIVE INSTANT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dryness Aura'''|| ||[[Experiment: Light]]||5 Images&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Light, Water, Air and Electricity damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|LIGHT WATER AIR ELECTRICITY AURA DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Recharge'''||Yes||[[Experiment: Light]]||10 Images&lt;br /&gt;
|Instantly refills the tower's energy to 100%.&lt;br /&gt;
|ACTIVE INSTANT ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Taste'''|| ||[[Experiment: Air]]||202,650 Pa&lt;br /&gt;
|Deals additional damage of type Air based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|AIR DAMAGE&lt;br /&gt;
|Tier 1-4: 40% + 10%*tier&lt;br /&gt;
Tier 5: 100%&lt;br /&gt;
&lt;br /&gt;
Tier 6+: 106% + 7% * (tier-6)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield of Air'''|| ||[[Experiment: Air]]||1.01M Pa&amp;lt;br /&amp;gt;''(1.01e6 Pa)''&lt;br /&gt;
|Engulfs the tower with a shield of Air which blocks a random amount of damage on each attack. If no shield is present then this ability will be inactive.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Air Slice'''|| ||[[Experiment: Air]]||5.07M Pa&amp;lt;br /&amp;gt;''(5.07e6 Pa)''&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
|CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Simple Evasion'''|| ||[[Experiment: Neutral]]||50&lt;br /&gt;
|Provides the tower a small chance to fully negate incoming damage.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Lifesteal'''|| ||[[Experiment: Neutral]]||2,500&lt;br /&gt;
|Converts a part of the attack damage dealt back to health for the tower.&lt;br /&gt;
|HEALTH LIFESTEAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Impetus'''|| ||[[Experiment: Neutral]]||10,000&lt;br /&gt;
|Increases the total damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Reflect'''|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Reflects a part of the incoming damage back to the attacker in form of Neutral damage. Reflected damage is neither affected by dynamic damage modifiers (like crit.) nor by attribute damage modifiers (bonuses visible in the stats menu).&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defiance'''|| ||[[Experiment: Neutral]]||125,000&lt;br /&gt;
|Everytime the tower is hit by death blow, all surrounding enemies will be stunned for 3 seconds and the tower survives with 1 HP left. Can only trigger once every few seconds.&lt;br /&gt;
|REACTIVE BLOCK STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Critical Strike'''|| ||[[Experiment: Neutral]]||6.5M ''(6.5e6)''&lt;br /&gt;
|Provides a chance to deal more damage on an attack.&lt;br /&gt;
|CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Attack'''|| ||[[Experiment: Universal]]||&amp;gt;= 1.5G&lt;br /&gt;
|Provides the tower some Universal damage. Universal damage is very effective against Universal type enemies and does full damage to all elements.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Emergency Crit'''|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G&lt;br /&gt;
|Provides a chance to multiply outgoing damage. The chance is based on the current %-based hitpoints of the tower where 100% health provides a 0% chance and 0% health provides a 100% chance.&lt;br /&gt;
|CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Shield'''|| ||[[Experiment: Universal]]||&amp;lt;= -0.5G&lt;br /&gt;
|Blocks the first &amp;lt;code&amp;gt;{floor((tier-1)/2)}&amp;lt;/code&amp;gt; hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Temporal Barrier'''||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75G&lt;br /&gt;
|Engulfs the tower with a temporary barrier that limits incoming damage to 2% of the sum of its maximum hitpoints and maximum shieldpoints per damage instance. Each use reduces the total duration by 0.5 seconds (capped at 1) until the end of the current run.&lt;br /&gt;
|ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Lucky Shot'''|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''&lt;br /&gt;
|Provides a small chance to multiply your damage by &amp;lt;code&amp;gt;{multiplier}&amp;lt;/code&amp;gt; on an attack.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phasing'''|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''&lt;br /&gt;
|A slight modification to the tower's shield that allows it to complet[e]ly block every few attacks. Only works as long as the tower's shieldpoints are above 0.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Resistance'''|| ||[[Experiment: Exotic]]||1 Fabric of reality&lt;br /&gt;
|Reduce any incoming damage by a percentage based amount.&lt;br /&gt;
|RESISTANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Division Shield'''|| ||[[Experiment: Exotic]]||1000 Fabrics of reality&lt;br /&gt;
|Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Arcade====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Wish'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Increases outgoing damage by a certain % and incoming damage by half of that amount.&lt;br /&gt;
|DAMAGE WEAKEN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desperado'''||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sprays the surrounding area full of lead, hitting all enemies anywhere from 0 to 2 times.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT AREA DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Strike Back'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attack speed buff for 1.5 seconds when taking damage and the current health is below 60%.&lt;br /&gt;
|REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Recycling'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
|ENERGY COST&lt;br /&gt;
|Tier 1: -5%&amp;lt;br /&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Tier 2: -8%&amp;lt;br /&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Tier 3: -17%&amp;lt;br /&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Tier 4: -28%&amp;lt;br /&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Tier 5: -40%&amp;lt;br /&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{nowrap|Tier 6+: {{math|-(40 + &amp;lt;var&amp;gt;tier&amp;lt;/var&amp;gt;/25)%}}}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Redirect'''||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the tower's shield an in turn increases its Electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|ELECTRICITY ACTIVE INSTANT BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Refined Armor'''|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Multiplies each armor type of the tower by a constant value.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT ARMOR&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Power of the Cat'''|| ||[[Arcade]]: Jumble||&lt;br /&gt;
|Provides the tower with up to 9 layers that block incoming lethal attacks. Drains 1 layer per blocked attack. Layers slowly regenerate over time and are displayed in the form of a buff / status effect.&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fracture'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the tower's resistance (post-additive) but in turn multiplies all outgoing damage by a constant factor.&lt;br /&gt;
|ACTIVE INSTANT BUFF RESISTANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Response'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-Neutral enemies on the map into Neutral typed enemies.&lt;br /&gt;
|NEUTRAL ACTIVE INSTANT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Void'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys Neutral enemies that enter it. Units that become Neutral inside the void will not be affected.&lt;br /&gt;
|NEUTRAL ACTIVE AREA NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Reboot'''||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Sets the current hitpoints of the tower to EXACTLY 1&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Rak's Curse'''||Yes||[[Arcade]]: Adventure||Hint:&amp;lt;sup&amp;gt;[[Modules#Footnotes|[̴̛̤̠0̶̮͚̚]̶̡͙̉]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Just don't get good...&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|On activation there is a 0.1% chance to permanently buff the tower's Max Health, Energy Regeneration and Spell Cooldown. 99.8% chance that nothing happens. '''0.1% chance to meltdown and destroy the tower.''' &lt;br /&gt;
''Rak created this curse with the power of lost savegames.''&lt;br /&gt;
Note: The buff lasts until the round ends.&lt;br /&gt;
|COMMUNITY ACTIVE INSTANT CHANCE BUFF HEALTH REGENERATION&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Immolation'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Railgun&lt;br /&gt;
|Burns nearby enemies in a 15m radius upon activation, damaging them by a percentage of their current hp as fire damage. Continuously drains energy. Damage is not affected by any multipliers except natural elemental multipliers.&lt;br /&gt;
|FIRE ACTIVE TOGGLEABLE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aura Enhancement'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Rocket Launcher&lt;br /&gt;
|Increases the radius of all aura modules for &amp;lt;code&amp;gt;{30 + 0.08*(tier - 1)}&amp;lt;/code&amp;gt; seconds. Every module with &amp;quot;aura&amp;quot; in its name is considered an aura.&lt;br /&gt;
|ACTIVE INSTANT AURA BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Tactical Maneuver'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Double Cannon&lt;br /&gt;
|Reduces the energy cost of active offensive and defensive modules by &amp;lt;code&amp;gt;{reduction}&amp;lt;/code&amp;gt;% for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Defense Overload'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Drones&lt;br /&gt;
|Provides a 15% chance when casting a defensive ability to refill 20% of the maximum shield amount and supply the tower with a buff that divides incoming damage of any type and lasts up to 5 seconds. Stacks up to 50 times.&lt;br /&gt;
|BUFF BLOCK SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Cooling Cell'''||Yes||[[Arcade]]: Perfect Space||Beat Perfect Space with Gatling Gun&lt;br /&gt;
|Absorbs and resets the cooldown of all offensive, defensive and ultimate modules that are currently on cooldown and applies the cooldown to this module instead. The sum of the cooldowns is additionally multiplied by a factor that cannot be reduced via any cooldown reduction bonus.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Borf'''|| ||[[Arcade]]: Perfect Space||Beat Perfect Space with Gauss Cannon&lt;br /&gt;
|Permastuns the tower but in exchange reduces the cooldown and energy cost of all offensive modules by 90%. The cooldown of all other modules increases by 100%&lt;br /&gt;
|COMMUNITY ATTACKSPEED ENERGYCOST COOLDOWN STUN&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Daigoparry'''|| ||[[Arcade]]: Secret||Secret: &amp;lt;spoiler&amp;gt;Beat Perfect Space without losing any health (losing shield is fine)&amp;lt;/spoiler&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|Parry the next 15 hits that would kill you&lt;br /&gt;
|REACTIVE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mine====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Awareness'''||Yes||[[Mine]]: Second Floor||Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Temporarily increases the experience points gained from destroyed enemies. (Refers to ingame XP, not town XP.)&lt;br /&gt;
|ACTIVE INSTANT XP BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Radar'''||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Doubles the tower's attack range for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT RANGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Checkerboard Aura'''|| ||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Reduces the base resistance of nearby enemies against Neutral and Universal damage. Negative base resistance amplifies damage of the according element type.&lt;br /&gt;
|NEUTRAL UNIVERSAL AURA DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Orbs'''||Yes||[[Mine]]: Second Floor||Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|Spawns magical orbs that circle around the tower and stun nearby enemies on contact for 3 seconds.&lt;br /&gt;
|ACTIVE INSTANT STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Phoenix Bounce'''|| ||Challenge: 1-1||Challenge Completion&lt;br /&gt;
|Creates a very hot missile that deals Fire damage and bounces off to another target if the current target is of type Fire. Bounces up to 10 times.&lt;br /&gt;
|FIRE AREA DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stab Prevention'''|| ||Challenge: 1-3||Challenge Completion&lt;br /&gt;
|Provides a chance to block incoming damage from assassins regardless of their elemental type.&lt;br /&gt;
|REACTIVE BLOCK ASSASSIN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Planned Strike'''|| ||Challenge: 1-4||Challenge Completion&lt;br /&gt;
|Every &amp;lt;code&amp;gt;{max(8, 14-tier)}&amp;lt;/code&amp;gt; attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Universal'''|| ||Challenge: 1-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. &lt;br /&gt;
''Type priority: 9''&lt;br /&gt;
|UNIVERSAL ELEMENT ARMOR&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Forest Gift'''|| ||Challenge: 1-6||Challenge Completion&lt;br /&gt;
|Increases Neutral, Fire, Earth and Nature damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|NEUTRAL FIRE EARTH NATURE RESISTANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Flow'''|| ||Challenge: 2-2||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
|REGENERATION&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Headhunting'''|| ||Challenge: 2-3||Challenge Completion&lt;br /&gt;
|Increases the damage against non-Normal enemy types. Includes Archers, Assassins, Wizards, Tanks and Bosses.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN BOSS TANK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Heal'''||Yes||Challenge: 2-4||Challenge Completion&lt;br /&gt;
|Instantly refills a percentage of the tower's maximum hitpoints.&lt;br /&gt;
|ACTIVE INSTANT HEALTH&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sandstorm'''||Yes||Challenge: 2-5||Challenge Completion&lt;br /&gt;
|Unleashes a huge sandstorm all over the map which slows enemies by 30% and reduces their general armor and therefore increasing their incoming damage. Affects all enemies on the map.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Desert Gift'''|| ||Challenge: 2-6||Challenge Completion&lt;br /&gt;
|Increases Neutral, Light, Fire and Earth damage while also increasing the resistance against these elements by the same value.&lt;br /&gt;
|NEUTRAL LIGHT FIRE EARTH RESISTANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Snowstorm'''||Yes||Challenge: 3-2||Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take &amp;lt;code&amp;gt;{tier}&amp;lt;/code&amp;gt;% of their maximum health as water damage per second.&lt;br /&gt;
|WATER ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Mjölnir'''|| ||Challenge: 3-5||Challenge Completion&lt;br /&gt;
|Increases the tower's electricity damage for every ice giant... erm... tank or boss enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|ELECTRICITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Winter Gift'''|| ||Challenge: 3-6||Challenge Completion&lt;br /&gt;
|Reduces the total duration of negative buffs. Stuns also count as negative buffs.&lt;br /&gt;
|DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aftershock'''|| ||Challenge: 4-3||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to stun all units in a 10M radius around the tower whenever any active module is used. Has an internal 3 sec. cooldown after triggering.&lt;br /&gt;
|DEBUFF STUN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Tremors'''||Yes||Challenge: 4-4||Challenge Completion&lt;br /&gt;
|Provides a chance which is evaluated per individual stunned enemy on the map to set that particular enemies' health to 1.&lt;br /&gt;
|ACTIVE INSTANT STUN AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Poison Sting'''|| ||Challenge: 4-5||Challenge Completion&lt;br /&gt;
|Poisons enemies on regular attacks. Deals a percentage of the current hitpoints of the target as nature damage per second. Additionally lowers the target's nature resistance. Stacks with itself. Higher stacks decrease nature resistance further.&lt;br /&gt;
|NATURE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Underground Gift'''|| ||Challenge: 4-6||Challenge Completion&lt;br /&gt;
|Reduces the duration of stuns inflicted to the owner.&lt;br /&gt;
|STUN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Molten Core'''|| ||Challenge: 5-2||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Fire and therefore applies all default strengths and weaknesses of Fire to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 1''&lt;br /&gt;
|FIRE ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Heatwave'''|| ||Challenge: 5-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to ignite all units in a 15m radius around the tower whenever an active module is used. Burning units take damage equal to 10% of their current HP plus a fixed amount per second. Damage type is Fire.&lt;br /&gt;
|FIRE DEBUFF DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Rain Of Ashes'''||Yes||Challenge: 5-5||Challenge Completion&lt;br /&gt;
|Fills the sky with clouds of ashes. Enemies affected by them have a 25% reduced attack range and a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to miss when attacking.&lt;br /&gt;
|ACTIVE INSTANT DEBUFF ATTACKRANGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Volcano Gift'''|| ||Challenge: 5-6||Challenge Completion&lt;br /&gt;
|Slowly increases the fire damage dealt by the user of this module. Resets when the tower dies or the current round restarts.&lt;br /&gt;
|FIRE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Aura'''|| ||Challenge: 6-2||Challenge Completion&lt;br /&gt;
|Reduces the attack range of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Aero Core'''|| ||Challenge: 6-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Air and therefore applies all default strengths and weaknesses of Air to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others. ''Type priority: 4''&lt;br /&gt;
|AIR ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Stampede'''||Yes||Challenge: 6-5||Challenge Completion&lt;br /&gt;
|Spawns a horde of goats that roams perpendicular to the direction between the tower and the casting point. Goats deal air damage based on the max. HP of an enemy upon contact. '''Goats might jump over enemies without touching them!'''&lt;br /&gt;
|AIR ACTIVE INSTANT DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''High Mountain Gift'''|| ||Challenge: 6-6||Challenge Completion&lt;br /&gt;
|Increases the area of effect of all active modules by a specific amount&lt;br /&gt;
|AOE SPELLS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Monsoon Aura'''|| ||Challenge: 7-2||Challenge Completion&lt;br /&gt;
|Reduces the maximum hitpoints and attack damage of nearby non-Boss enemies.&lt;br /&gt;
|ATTACKRANGE DEBUFF AURA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia's Protection'''||Yes||Challenge: 7-4||Challenge Completion&lt;br /&gt;
|Reduces the duration of debuffs by 100% for a specific amount of time.&lt;br /&gt;
|ACTIVE INSTANT BUFF DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Return to Monkey'''||Yes||Challenge: 7-5||Challenge Completion&lt;br /&gt;
|Temporarily reduces the energy cost of all active Ultimate modules. For the duration of this buff the tower changes its base element type to Nature.&lt;br /&gt;
''Type priority: 5''&lt;br /&gt;
|NATURE ACTIVE INSTANT COOLDOWN BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Jungle Gift'''|| ||Challenge: 7-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active Defensive modules.&lt;br /&gt;
|ENERGY COST DEFENSIVE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Magnetic Core'''|| ||Challenge: 8-4||Challenge Completion&lt;br /&gt;
|Changes the base type of the tower from Neutral to Electricity and therefore applies all default strengths and weaknesses of Electricity to it. If other modules that change the element of owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 8''&lt;br /&gt;
|ELECTRICITY ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Battery Foundation'''|| ||Challenge: 8-5||Challenge Completion&lt;br /&gt;
|A very energetic foundation that provides some hitpoints and multiplies outgoing Electricity damage by 50. Outgoing attacks receive an additional damage bonus based on the current energy percentage of the tower. The bonus gets exponentially weaker the lower the energy percentage gets.&lt;br /&gt;
|ELECTRICITY HEALTH DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metallic Ruins Gift'''|| ||Challenge: 8-6||Challenge Completion&lt;br /&gt;
|Slowly increases the Electricity damage dealt by the user of this module. Resets when the Tower dies or the current round restarts.&lt;br /&gt;
|ELECTRICITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Low Tide'''|| ||Challenge: 9-1||Challenge Completion&lt;br /&gt;
|Reduces the cooldown of Ultimate modules but in exchange increases the energy cost of all active modules by 10%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''High Tide'''|| ||Challenge: 9-2||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of all active modules but in exchange increases the cooldown of Ultimate active modules by 25%.&lt;br /&gt;
|ENERGY COST ULTIMATE COOLDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shoreline Boost'''||Yes||Challenge: 9-4||Challenge Completion&lt;br /&gt;
|This module has two states:&lt;br /&gt;
1) Increases Water damage but decreases Earth damage&lt;br /&gt;
&lt;br /&gt;
2) Decreases Water damage but increases Earth damage&lt;br /&gt;
|TOGGLEABLE WATER EARTH DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Beach Gift'''|| ||Challenge: 9-6||Challenge Completion&lt;br /&gt;
|Provides bonus energy regeneration that alternates between 0% and the current bonus amount in 1 minute cycles like a sine wave.&lt;br /&gt;
|REGENERATION ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Diver's Shield'''|| ||Challenge: 10-2||Challenge Completion&lt;br /&gt;
|Provides a 25% change whenever any active module is being used to make the Tower immune to Water damage for a certain amount of time.&lt;br /&gt;
|INSTANT BUFF BLOCK WATER&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Aquatic Absorption'''|| ||Challenge: 10-4||Challenge Completion&lt;br /&gt;
|Whenever a Water enemy is being destroyed the owner of this module has a &amp;lt;code&amp;gt;{10 + 0.1*(tier - 1)}&amp;lt;/code&amp;gt;% [chance] to refill a percentage based amount of their shield.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Core'''|| ||Challenge: 10-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Water and therefore applies all default strengths and weaknesses of Water to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 2''&lt;br /&gt;
|WATER ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ocean Gift'''|| ||Challenge: 10-6||Challenge Completion&lt;br /&gt;
|Multiplies the maximum hitpoints of the Tower.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Crit'''|| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's Neutral damage.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Neutral Crit'''&lt;br /&gt;
| ||Challenge: 11-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against Neutral enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE NEUTRAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Burst'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides the Tower a 20% chance to deal additional Neutral damage on attack.&lt;br /&gt;
|DAMAGE NEUTRAL CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Block'''|| ||Challenge: 11-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming Neutral damage.&lt;br /&gt;
|CHANCE BLOCK NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Taste'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Deals additional damage of type Neutral based on a percentage of the total raw damage dealt (without any modifiers). Damage of Taste modules does not alter the total raw damage dealt and therefore cannot influence other Taste modules.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Resistance'''|| ||Challenge: 11-5||Challenge Completion&lt;br /&gt;
|Reduces incoming Neutral damage by a percent based amount.&lt;br /&gt;
|RESISTANCE NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Gift'''|| ||Challenge: 11-6||Challenge Completion&lt;br /&gt;
|Multiplies all outgoing Neutral damage by a constant factor and divides all outgoing damage from other elements by the square root of that factor.&lt;br /&gt;
|DAMAGE NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unholy Cloak'''||Yes||Challenge: 12-2||Challenge Completion&lt;br /&gt;
|Surrounds the user with an unholy cloak that turns incoming Darkness damage into a heal of the same amount.&lt;br /&gt;
|ACTIVE INSTANT BUFF BLOCK DARKNESS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Grim Reaper'''||Yes||Challenge: 12-4||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;25+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to apply a debuff to an enemy. If an enemy already contains the Grim Reaper debuff it will die instantly. The debuff lasts up to 10 seconds. Does not work on Darkness or Boss enemies.&lt;br /&gt;
|ACTIVE GROUND AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Soul Core'''|| ||Challenge: 12-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Darkness and therefore applies all default strengths and weaknesses of Darkness to it. If other modules that change the element of the owner are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 7''&lt;br /&gt;
|DARKNESS ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Realm Gift'''|| ||Challenge: 12-6||Challenge Completion&lt;br /&gt;
|Reduces the energy cost of active offensive modules.&lt;br /&gt;
|ENERGY COST OFFENSIVE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Sky Blessing'''|| ||Challenge: 13-2||Challenge Completion&lt;br /&gt;
|Provides a small chance to become invulnerable for 0.5 sec. against all types of damage when taking Air or Light damage. If enemies don't trigger the effect then they are unable to trigger it for another 1 second.&lt;br /&gt;
|BUFF BLOCK LIGHT AIR&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Angelic Core'''|| ||Challenge: 13-5||Challenge Completion&lt;br /&gt;
|Changes the base type of the Tower from Neutral to Light and therefore applies all default strengths and weaknesses of Light to it. If other modules that change the element of the Tower are present then the one with the highest type priority overrides the others.&lt;br /&gt;
''Type priority: 6''&lt;br /&gt;
|LIGHT ARMOR ELEMENT&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Heaven Gift'''|| ||Challenge: 13-6||Challenge Completion&lt;br /&gt;
|Multiplies the max. energy amount of the owner by &amp;lt;code&amp;gt;1.1&amp;lt;sup&amp;gt;tier&amp;lt;/sup&amp;gt;&amp;lt;/code&amp;gt;. Has no effect if the owner has no energy at all.&lt;br /&gt;
|ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your projectile's universal damage.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Anti-Universal Crit'''|| ||Challenge: 14-2||Challenge Completion&lt;br /&gt;
|Provides a chance to multiply your damage against universal enemies by &amp;lt;code&amp;gt;min(4, tier-1)&amp;lt;/code&amp;gt;.&lt;br /&gt;
|CHANCE UNIVERSAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Burst'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides the tower a 20% chance to deal additional universal damage on an attack.&lt;br /&gt;
|DAMAGE UNIVERSAL CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Block'''|| ||Challenge: 14-4||Challenge Completion&lt;br /&gt;
|Provides a chance to fully block incoming universal damage.&lt;br /&gt;
|CHANCE BLOCK UNIVERSAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Resistance'''|| ||Challenge: 14-5||Challenge Completion&lt;br /&gt;
|Reduces incoming universal damage by a percent based amount.&lt;br /&gt;
|RESISTANCE UNIVERSAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Universe Gift'''|| ||Challenge: 14-6||Challenge Completion&lt;br /&gt;
|Provides a small damage bonus to specific element damage based on the type of a destroyed enemy. Each element has its own bonus counter. Using any active module multiplies all counters by x0.95.&lt;br /&gt;
|DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Crate of Rex'''||Yes||Challenge: 15-2||Challenge Completion&lt;br /&gt;
|Divides all resource drops from enemies while at the same time multiplying all xp drops by a constant factor. Can be toggled to swap the division and multiplication around.&lt;br /&gt;
|TOGGLEABLE RESOURCES XP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Captain's Reflect'''||Yes||Challenge: 15-4||Challenge Completion&lt;br /&gt;
|Reflects a part of incoming damage as pure damage when activated. Lasts up to 5 seconds.&lt;br /&gt;
|ACTIVE REFLECT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Something'''||Yes||Challenge: 15-5||Challenge Completion&lt;br /&gt;
|Spawns something. Anything that touches something will die. Except for the owner of this module.&lt;br /&gt;
|ACTIVE GROUND DEATH&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Chaos Gift'''|| ||Challenge: 15-6||Challenge Completion&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;1+((tier-1)/4)%&amp;lt;/code&amp;gt; chance to cast an active module with a ground target a second time at a random location within the casters attack range with no additional cost. The second cast does not trigger any modules that react to active modules.&lt;br /&gt;
|GROUND CHANCE&lt;br /&gt;
|Tier 1+: {{nowrap|{{math|0.75% + 0.25 &amp;amp;times; &amp;lt;var&amp;gt;tier&amp;lt;/var&amp;gt;%}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Boss Artifacts====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Energy Sphere'''||Yes||[[Statue_of_Cubos#Cylindro|Boss 1]]||[[Artifacts|Artifact]]: Energy Sphere&lt;br /&gt;
|Reflects a massive amount of damage when toggled active as long as the current amount of Energy is greater than 0 while at the same time draining 2% of your max. Energy per second and preventing any form of passive Energy Regeneration. The damage is of the same element as the Tower.&lt;br /&gt;
|TOGGLEABLE REFLECT ENERGY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Metal Plating'''|| ||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Metal Plating&lt;br /&gt;
|A certain amount of Electricity damage is prevented and instead dealt to a nearby enemy.&lt;br /&gt;
|ELECTRICITY REACTIVE DAMAGE BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Toxic Piranha Ivy'''||Yes||[[Statue_of_Cubos#Pyramidas|Boss 2]]||[[Artifacts|Artifact]]: Vine Monster&lt;br /&gt;
|Spawns a poisonous vine that emits a highly toxic poison that damages units with Nature damage based on their current hitpoints and additionally slows their movement and attack speed. Has a 25% chance to emit heavy toxins (red color) instead which deals damage based on max HP and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||NATURE DAMAGE DEBUFF SLOW ACTIVE GROUND&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fire Bomb'''||Yes||[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]||[[Artifacts|Artifact]]: Incendiary Device&lt;br /&gt;
|Place a bomb that will explode after one second and deal fire damage to enemies in a 12M radius.&lt;br /&gt;
|FIRE ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Bluecat's Harmonizer'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[8]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;Slow&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Reduces the cooldown of all active modules by 20% but prevents their Energy cost from getting lower than 20% of the tower's max. Energy. Modules that cost 0 energy to active or toggle are not affected by this. Additionally outgoing damage gets multiplied based on the amount of positive and negative buffs present on the tower.&lt;br /&gt;
|DAMAGE COOLDOWN COST COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Martyrdom'''|| || ||Hint 1: &amp;lt;spoiler&amp;gt;&amp;quot;Kaboom?&amp;quot;&amp;lt;/spoiler&amp;gt; Hint 2: &amp;lt;spoiler&amp;gt;&amp;quot;I await where testers cease.&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Whenever the tower receives potentially lethal damage (even if its blocked afterwards) a heatwave will emit that damages nearby enemies by a fixed amount as well as a percentage of their current health as fire damage.&lt;br /&gt;
|REACTIVE DAMAGE FIRE COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Space Guns'''&lt;br /&gt;
|Yes&lt;br /&gt;
| ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[9]]]&amp;lt;/sup&amp;gt;&amp;lt;spoiler&amp;gt;&amp;quot;A rock from the sky?&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Equips the tower with a toggleable auto-fire weapon that slowly shoots green plasma balls that deal splash electricity damage in a small area. When toggled it will switch to a fast laser that deals light damage to a single target. Both weapon mods have no range limit and projectiles spawned count as regular projectiles.&lt;br /&gt;
|COMMUNITY DAMAGE ACTIVE INSTANT TOGGLE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''The Executive'''&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|Solution: &amp;lt;spoiler&amp;gt;Have auto-use on Water Infinity Stone be above a certain threshold (allegedly 1 use/s, but there were some reports of obtaining it with a lower amount).&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases the amount of module fragments dropped and additionally boosts the transmute bonus from '''Magical Stone of Floof''' by &amp;lt;code&amp;gt;40*tier&amp;lt;/code&amp;gt;% and the resource bonus by &amp;lt;code&amp;gt;0.2*tier&amp;lt;/code&amp;gt;%.&lt;br /&gt;
''_eXeCutie obtained this module by climbing the corporate ladder.''&lt;br /&gt;
|FRAGMENTS RESOURCES COMMUNITY&lt;br /&gt;
|Tier 1+: {{math|0.2&amp;amp;times;&amp;lt;var&amp;gt;tier&amp;lt;/var&amp;gt;%}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
&lt;br /&gt;
'''ERA Experiment''' refers to '''&amp;quot;Workshop Stairs &amp;gt;&amp;gt; ERA &amp;gt;&amp;gt; Experiment (third tab)&amp;quot;'''&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!How or Base Chance to Unlock&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Bulwark'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||2%&lt;br /&gt;
|Increases the tower's damage the closer its hitpoints are to 50%. Passively multiplies the tower's maximum hitpoints and all armors by 1000.&lt;br /&gt;
|NEUTRAL FIRE WATER NATURE EARTH AIR DARKNESS UNIVERSAL ELECTRICITY LIGHT DAMAGE ARMOR&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Neutral Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||4%&lt;br /&gt;
|Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|NEUTRAL&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shield Amplifier'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||6%&lt;br /&gt;
|Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''XP Bonus'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||3%&lt;br /&gt;
|Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
|XP&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Pressurize'''|| ||[[Modules#Era|ERA Experiment]]: Neutral||5%&lt;br /&gt;
|Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
|GEMS CHANCE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Fiery Aura'''|| ||[[Modules#Era|ERA Experiment]]: Fire||4%&lt;br /&gt;
|Damages enemies which are very close to the tower by a fixed amount and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|FIRE AURA DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Solar Strike'''|| ||[[Modules#Era|ERA Experiment]]: Fire||5%&lt;br /&gt;
|Provides a chance to multiply your outgoing damage. Damage is multiplied by another 10000 if the target is a Nature element.&lt;br /&gt;
|NATURE CHANCE DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Ice Breath'''|| ||[[Modules#Era|ERA Experiment]]: Water||4%&lt;br /&gt;
|Provides a chance to release a wave of frost that deals little damage and freezes all enemies in a straight line for 1.2 seconds.&lt;br /&gt;
|WATER CHANCE AREA STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Frost Splash'''|| ||[[Modules#Era|ERA Experiment]]: Water||5%&lt;br /&gt;
|Provides a &amp;lt;code&amp;gt;{chance}&amp;lt;/code&amp;gt;% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
|CHANCE AREA SLOW&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Tideshift'''||Yes||[[Modules#Era|ERA Experiment]]: Water||2%&lt;br /&gt;
|Sets the whole map under water. Slows the movement- and attackspeed of all enemies by 50%. The buff lasts as long as the total duration of the ocean so affected units remain slowed for a while after it disappears.&lt;br /&gt;
|ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Growth'''|| ||[[Modules#Era|ERA Experiment]]: Nature||3%&lt;br /&gt;
|Increases the maximum hitpoints over time additively. That means hitpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|HEALTH&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Photosynthesis'''|| ||[[Modules#Era|ERA Experiment]]: Nature||4%&lt;br /&gt;
|Increases the tower's Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonus damage stays until the end of a round.&lt;br /&gt;
|NATURE LIGHT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stream of Life'''||Yes||[[Modules#Era|ERA Experiment]]: Nature||1%&lt;br /&gt;
|Multiplies the damage bonus of Nature damage by x^0.1 where x is the current health regeneration of the tower at the moment of using this module. Disables health regeneration of the tower for the duration of the buff.&lt;br /&gt;
|NATURE ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Stoneskin'''|| ||[[Modules#Era|ERA Experiment]]: Earth||3%&lt;br /&gt;
|Hardens the tower's walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
|REACTIVE STUN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Advanced Shield'''|| ||[[Modules#Era|ERA Experiment]]: Earth||2%&lt;br /&gt;
|Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
|SHIELD REGENERATION&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Shockwave'''||Yes||[[Modules#Era|ERA Experiment]]: Earth||4%&lt;br /&gt;
|Hurls a shockwave towards the targeted point which stuns and damages all enemies on its way.&lt;br /&gt;
|EARTH ACTIVE INSTANT DAMAGE STUN DEBUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Conductor'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||3%&lt;br /&gt;
|Converts a part of the incoming damage to shield points.&lt;br /&gt;
|REACTIVE SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Relay'''|| ||[[Modules#Era|ERA Experiment]]: Electricity||2%&lt;br /&gt;
|Provides a chance to hit a maximum of &amp;lt;code&amp;gt;{3 + tier}&amp;lt;/code&amp;gt; additional Electricity enemies around the tower when attacking an Electricity type enemy.&lt;br /&gt;
|ELECTRICITY CHANCE AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Hurricane'''||Yes||[[Modules#Era|ERA Experiment]]: Air||2%&lt;br /&gt;
|Increases the attack speed by 40%, all Air damage dealt by 5000% and attack range of the tower by 20%.&lt;br /&gt;
|AIR ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Whirlwind Aura'''|| ||[[Modules#Era|ERA Experiment]]: Air||3%&lt;br /&gt;
|Slows the attackspeed of nearby enemies.&lt;br /&gt;
|SLOW DEBUFF AURA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Knight's Boost Of Power'''|| ||[[Modules#Era|ERA Experiment]]: Air||1%&lt;br /&gt;
|This module increases XP gain and has two states:&lt;br /&gt;
1) Increase attack speed and decrease range &lt;br /&gt;
&lt;br /&gt;
2) Decrease attack speed and increase range.&lt;br /&gt;
&lt;br /&gt;
''By KnightJR''&lt;br /&gt;
|TOGGLEABLE ATTACKSPEED RANGE COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Dark Sacrifice'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||2%&lt;br /&gt;
|Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatively by [sacrificed amount * &amp;lt;code&amp;gt;{1 + max(0, 0.01*(tier - 5))}&amp;lt;/code&amp;gt;]^0.2 for a certain amount of time&lt;br /&gt;
|DARKNESS ACTIVE INSTANT BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Google's Influence'''||Yes||[[Modules#Era|ERA Experiment]]: Darkness||1%&lt;br /&gt;
|Increases the area of effect of all modules inside a specific category and reduces it for all the others. Using this module again cycles through all available modes which contain &amp;quot;spells&amp;quot; (active modules), &amp;quot;passive&amp;quot; (passive area effects) and &amp;quot;auras&amp;quot; (modules with aura in their name). Starts off with &amp;quot;spells&amp;quot;.&lt;br /&gt;
''Google_HQ's influence made this module suddenly appear.''&lt;br /&gt;
|ACTIVE INSTANT BUFF AREA AURA COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Immortality Shield'''||Yes||[[Modules#Era|ERA Experiment]]: Light||1%&lt;br /&gt;
|Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
|ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Refresh'''||Yes||[[Modules#Era|ERA Experiment]]: Light||2%&lt;br /&gt;
|Resets the cooldown of all other modules when used.&lt;br /&gt;
|ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Protection'''|| ||[[Modules#Era|ERA Experiment]]: Light||6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
|AURA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Generic Armor'''|| ||[[Modules#Era|ERA Experiment]]: Universal||5%&lt;br /&gt;
|Reduces any Non-pure incoming damage by a fixed amount. Always applied after percentage based reduction. Additionally reduces the attack range of the tower by 75%.&lt;br /&gt;
|UNIVERSAL ARMOR&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Gravitational Impact'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Provides a chance to deal a huge amount of damage to all enemies close to the primary target whenever attacking a Universal type enemy. Splash damage type is Universal.&lt;br /&gt;
|UNIVERSAL DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Unfolding'''|| ||[[Modules#Era|ERA Experiment]]: Universal||2%&lt;br /&gt;
|Increases the maximum shieldpoints over time additively. That means the shieldpoints gained from this module are not factored in into future gains from it.&lt;br /&gt;
|SHIELD&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Omniversal Damage'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Deals damage which is split equally among all element types. Each individual element damage counts as a separate damage instance.&lt;br /&gt;
''By your elements combined, I am tower!''&lt;br /&gt;
|DAMAGE COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Focused Multishot'''|| ||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Provides a chance to attack up to 10 units around the primary target.&lt;br /&gt;
|AREA&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 2'''||Yes||[[Modules#Era|ERA Experiment]]: Universal||1%&lt;br /&gt;
|Massively boosts the tower attack speed (+100%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
|ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Magical Stone of Floof'''||Yes||&amp;lt;spoiler&amp;gt;R15: [[Chaos]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Increases resources gained from destroyed enemies and from the module Transmute.&lt;br /&gt;
''Floof created this module by controlling chaos.''&lt;br /&gt;
|COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Kit's Toolkit'''|| || ||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[5]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;With the help of a Guiding Eye, Challenge your Endurance in the Endless Depths.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Multiplies outgoing projectile damage of any type by a constant factor that gets divided by &amp;lt;code&amp;gt;{5 - 0.012*(tier - 1)}&amp;lt;/code&amp;gt; for each module inside your blueprint other than itself. Multiplier will always stay above 1 due to the formula being 1 + bonus/divider.&lt;br /&gt;
|DAMAGE AURA COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gnarly Obsidian'''|| ||R05: [[Volcano]]||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[6]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: A result of lava being rapidly cooled.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Passively multiplies Fire armor. Provides a chance to change the element of an attacker to Fire and stun them in the process for 5 seconds.&lt;br /&gt;
|FIRE COMMUNITY ARMOR STUN BLOCK&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||'''Confusion Field'''||Yes||&amp;lt;spoiler&amp;gt;[[Statue_of_Cubos#Cubos_Jr.|Boss 3]]&amp;lt;/spoiler&amp;gt;||Hint: &amp;lt;sup&amp;gt;[[Modules#Footnotes|[7]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;&amp;quot;It hurt itself in its confusion!&amp;quot;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|All units in the targeted area temporarily change their ownership to the owner of this module. They additionally gain a multiplicative bonus to their attack damage. Lasts up to 15 sec. and has a radius of &amp;lt;code&amp;gt;{5 + 0.03*(tier - 1)}&amp;lt;/code&amp;gt; M.&lt;br /&gt;
|ACTIVE AREA CONTROL COMMUNITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Dice of Fate'''|| ||[[Statue_of_Cubos#Dodecai|Boss 4]]||[[Artifacts|Artifact]]: Dice of Fate&lt;br /&gt;
|Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
|BUFF DAMAGE ATTACKSPEED BLOCK RANGE HEALTH SHIELD REGENERATION REACTIVE STUN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Infinity===&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
&lt;br /&gt;
All [[Infinity]] modules are unlocked on the Infinity Grid, with the only exceptions being ''Infinity Foundation'' and ''Infinity Attack''. All infinity modules have only 1 Tier. An additional non-infinity module ''Onyx's Blessing'' can also be found on the infinity grid at the location indicated by '''3''' on the map below. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''14''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; |&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |A&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |B&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |C&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |D&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |E&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |F&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |G&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |H&lt;br /&gt;
! style=&amp;quot;width: 1.2em&amp;quot; scope=&amp;quot;col&amp;quot; |I&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |1&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |2&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |3&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |4|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |3&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |5|| ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |6&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |7|| || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |4&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |8||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |9||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |10|| || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |5&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |11&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |12&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |13&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |'''14'''&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |15&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |16|| ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |6&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |17&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |18&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |19&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#a3a3a3;&amp;quot; |20||&lt;br /&gt;
| style=&amp;quot;color:black; background-color:#fcff00;&amp;quot; |21|| || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |7&lt;br /&gt;
| || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |22&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |23&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |24|| || ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |8&lt;br /&gt;
| || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#ec0800;&amp;quot; |25&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |26|| ||&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |9&lt;br /&gt;
| || || || || ||&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |27&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#009eff;&amp;quot; |28&lt;br /&gt;
| style=&amp;quot;color:white; background-color:#9f00ff;&amp;quot; |29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier!!Active!!Grid Location&lt;br /&gt;
!Grid Coordinates&lt;br /&gt;
!Unlock Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!Upgrade Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Super Tower 3'''&lt;br /&gt;
|&amp;amp;infin;||Yes||1&lt;br /&gt;
|A1&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 40000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 10000&lt;br /&gt;
|Multiplies the tower's outgoing projectile damage by 1000000 and maximum shield by 100.&lt;br /&gt;
|ACTIVE INSTANT INFINITY DAMAGE SHIELD BUFF&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Power Conversion'''&lt;br /&gt;
|&amp;amp;infin;|| ||2&lt;br /&gt;
|B1&lt;br /&gt;
|{{Fragment|Utility}} 200000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 75000&lt;br /&gt;
|Everytime the tower takes damage a part of its energy refills by converting the impact force in to raw power. Only works when shield is active!&lt;br /&gt;
|REACTIVE ENERGY INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Onyx's Blessing'''&lt;br /&gt;
|250|| ||3&lt;br /&gt;
|A2&lt;br /&gt;
|{{Fragment|Offensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000000&lt;br /&gt;
||Reduces the impact of negative attack speed modifiers by a certain percentage. Includes modifiers from any source.&lt;br /&gt;
''Onyx bestowed upon thee this blessing, created atop the tallest mountain through eons of meditation.''&lt;br /&gt;
|ATTACKSPEED COMMUNITY&lt;br /&gt;
|Tier 1+: {{math|0.16&amp;amp;times;&amp;lt;var&amp;gt;tier&amp;lt;/var&amp;gt;%}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Fading'''&lt;br /&gt;
|&amp;amp;infin;|| ||4&lt;br /&gt;
|B2&lt;br /&gt;
|{{Fragment|Defensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50000&lt;br /&gt;
||Completely absorbs incoming damage for a certain duration every 20 seconds by shifting the lower part of the tower in and out of reality.&lt;br /&gt;
|REACTIVE BLOCK BUFF INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Eternal Wall'''&lt;br /&gt;
|&amp;amp;infin;|| ||5&lt;br /&gt;
|B3&lt;br /&gt;
|{{Fragment|Defensive}} 500000&lt;br /&gt;
|Tremendously increases the hitpoints of the tower by raising them to a specific power.&lt;br /&gt;
|HEALTH INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Burst'''&lt;br /&gt;
|&amp;amp;infin;|| ||8&lt;br /&gt;
|B4&lt;br /&gt;
|{{Fragment|Offensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 12500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
|INFINITY DAMAGE CHANCE&lt;br /&gt;
| HP and Shield {{math|nowrap=1|/(2+(38/99)&amp;amp;times;&amp;lt;var&amp;gt;level&amp;lt;/var&amp;gt;)}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Speed'''&lt;br /&gt;
|&amp;amp;infin;|| ||11&lt;br /&gt;
|B5&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 20000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2500&lt;br /&gt;
|Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
|INFINITY ATTACKSPEED&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Storm Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||12&lt;br /&gt;
|C5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Air damage multiplier with the total Water damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|WATER AIR INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Splash'''&lt;br /&gt;
|&amp;amp;infin;|| ||9&lt;br /&gt;
|D4&lt;br /&gt;
|{{Fragment|Offensive}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 1000&lt;br /&gt;
|Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|NEUTRAL CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
| {{math|(1+0.09&amp;amp;times;&amp;lt;var&amp;gt;level&amp;lt;/var&amp;gt;)%}} of primary damage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Shield'''&lt;br /&gt;
|&amp;amp;infin;|| ||13&lt;br /&gt;
|D5&lt;br /&gt;
|{{Fragment|Defensive}} 50&lt;br /&gt;
|Reverts the shield debuff from infinity foundation but in exchange raises the maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|INFINITY SHIELD&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Foundation'''&lt;br /&gt;
|&amp;amp;infin;|| ||14&lt;br /&gt;
|E5&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|Allows the tower to survive attacks from infinity enemies. In exchange the maximum shield as well as the energy regeneration and hitpoint regeneration are reduced to x^0.8.&lt;br /&gt;
|INFINITY HEALTH&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Attack'''&lt;br /&gt;
|&amp;amp;infin;|| ||15&lt;br /&gt;
|F5&lt;br /&gt;
|N/A, Unlocked at Infinity 1&lt;br /&gt;
|An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defenders side since it does not count as a damage instance.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
| {{nowrap|HP {{math|/ (1.1+(4.9/99999)&amp;amp;times;&amp;lt;var&amp;gt;level&amp;lt;/var&amp;gt;))}}}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Crit'''&lt;br /&gt;
|&amp;amp;infin;|| ||10&lt;br /&gt;
|F4&lt;br /&gt;
|{{Fragment|Offensive}} 1250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 25&lt;br /&gt;
|Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
|CHANCE INFINITY DAMAGE&lt;br /&gt;
| {{math|(1+(1/111)&amp;amp;times;&amp;lt;var&amp;gt;level&amp;lt;/var&amp;gt;)%}} chance&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Range'''&lt;br /&gt;
|&amp;amp;infin;|| ||7&lt;br /&gt;
|F3&lt;br /&gt;
|{{Fragment|Offensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250&lt;br /&gt;
|Permanently increases the tower's attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
|RANGE INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Void Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||6&lt;br /&gt;
|E3&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Light damage multiplier with the total Darkness damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|LIGHT DARKNESS INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Gaia Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||16&lt;br /&gt;
|G5&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Earth damage multiplier with the total Nature damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|EARTH NATURE INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Deep Slumber'''&lt;br /&gt;
|&amp;amp;infin;|| ||18&lt;br /&gt;
|B6&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 30000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 250000&lt;br /&gt;
|Provides a chance to stun the primary target for one year. If the attempt fails, the target will become immune to the effects of this ability for a certain amount of time.&lt;br /&gt;
|STUN CHANCE INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Omega Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||17&lt;br /&gt;
|A6&lt;br /&gt;
|{{Fragment|Offensive}} 1000000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 1000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1000&lt;br /&gt;
|Multiplies the total Universal damage multiplier with the total Neutral damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|NEUTRAL UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Utility|size=30px}}&amp;lt;/center&amp;gt;||'''Condense'''&lt;br /&gt;
|&amp;amp;infin;|| ||21&lt;br /&gt;
|F6&lt;br /&gt;
|{{Fragment|Utility}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 50&lt;br /&gt;
|Provides a small change to receive an exotic gem from destroying a Boss enemy.&lt;br /&gt;
|CHANCE EXOTICS BOSS INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Impetus'''&lt;br /&gt;
|&amp;amp;infin;|| ||24&lt;br /&gt;
|F7&lt;br /&gt;
|{{Fragment|Offensive}} 750&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 100&lt;br /&gt;
|Increases the total damage of a projectile based on how close an enemy is to the tower at the moment the projectile arrives. Uses the tower's attackrange as reference.&lt;br /&gt;
|INFINITY DAMAGE&lt;br /&gt;
| {{math|(1+0.069&amp;amp;times;&amp;lt;var&amp;gt;level&amp;lt;/var&amp;gt;)%}} damage / meter&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Sun Synergy'''&lt;br /&gt;
|&amp;amp;infin;|| ||23&lt;br /&gt;
|E7&lt;br /&gt;
|{{Fragment|Offensive}} 250&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 30&lt;br /&gt;
|Multiplies the total Fire damage multiplier with the total Electricity damage multiplier raised to a certain power. Does the same thing vice versa.&lt;br /&gt;
|FIRE ELECTRICITY INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Death Aura'''&lt;br /&gt;
|&amp;amp;infin;|| ||22&lt;br /&gt;
|D7&lt;br /&gt;
|{{Fragment|Offensive}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 5000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 750&lt;br /&gt;
|Provides a chance for each individual non-Boss enemy around the tower to immediat[e]ly die once every second.&lt;br /&gt;
|DARKNESS AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Offensive|size=30px}}&amp;lt;/center&amp;gt;||'''Universal Infinity'''&lt;br /&gt;
|&amp;amp;infin;|| ||25&lt;br /&gt;
|F8&lt;br /&gt;
|{{Fragment|Offensive}} 3333&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 2222&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 1111&lt;br /&gt;
|Deals Universal infinity damage.&lt;br /&gt;
|UNIVERSAL INFINITY DAMAGE&lt;br /&gt;
| {{math|1+(79999/99999)&amp;amp;times;&amp;lt;var&amp;gt;level&amp;lt;/var&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Serious Missile'''&lt;br /&gt;
|&amp;amp;infin;|| ||26&lt;br /&gt;
|G8&lt;br /&gt;
|{{Fragment|Offensive}} 7500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 12500&lt;br /&gt;
|An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit. If the unit has a shield, it will only remove the shield instead of killing it. If the effect of this module does not trigger on a unit it gains immunity against it for the next 5 seconds.&lt;br /&gt;
|DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Quantum Defense'''&lt;br /&gt;
|&amp;amp;infin;|| ||27&lt;br /&gt;
|G9&lt;br /&gt;
|{{Fragment|Defensive}} 10000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 2500&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Ultimate}} 2000&lt;br /&gt;
|Reduces incoming damage by an exponential factor but requires energy everytime the tower is taking damage.&lt;br /&gt;
|REACTIVE ENERGY BLOCK INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Defensive|size=30px}}&amp;lt;/center&amp;gt;||'''Infinity Reflect'''&lt;br /&gt;
|&amp;amp;infin;|| ||28&lt;br /&gt;
|H9&lt;br /&gt;
|{{Fragment|Offensive}} 50000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 50000&lt;br /&gt;
|Reflects a part of the incoming damage by dividing the hitpoints of the enemy based on Log10 of the incoming damage multiplied by a constant.&lt;br /&gt;
|NEUTRAL REACTIVE DAMAGE INFINITY&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Ultimate|size=30px}}&amp;lt;/center&amp;gt;||'''Snap of Destiny'''&lt;br /&gt;
|&amp;amp;infin;||Yes||29&lt;br /&gt;
|I9&lt;br /&gt;
|{{Fragment|Offensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Defensive}} 100000&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 100000&lt;br /&gt;
|Erases half of all enemies from the map.&lt;br /&gt;
|ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Energy'''&lt;br /&gt;
|&amp;amp;infin;|| ||19&lt;br /&gt;
|C6&lt;br /&gt;
|{{Fragment|Utility}} 300&lt;br /&gt;
|Reverts the energy regeneration debuff from infinity foundation but in exchange increases all module cooldowns by 25%. Only works if infinity foundation is equipped.&lt;br /&gt;
|ENERGY INFINITY&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Special|size=30px}}&amp;lt;/center&amp;gt;|||'''Infinity Regeneration'''&lt;br /&gt;
|&amp;amp;infin;|| ||20&lt;br /&gt;
|D6&lt;br /&gt;
|{{Fragment|Defensive}} 125&lt;br /&gt;
&lt;br /&gt;
{{Fragment|Utility}} 50&lt;br /&gt;
|Reverts the health regeneration debuff from infinity foundation but in exchange raises maximum hitpoints of the tower to the power of 0.9. Only works if infinity foundation is equipped.&lt;br /&gt;
|REGENERATION INFINITY&lt;br /&gt;
| {{N/A}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Undiscovered===&lt;br /&gt;
{{Spoiler hatnote|undiscovered or hidden modules}}&lt;br /&gt;
&lt;br /&gt;
This section contains a list of modules that were added to the game whose '''exact''' unlock conditions have ''not'' yet been discovered nor disclosed, or have only been partially hinted at, publicly. Expect partial documentation in this section based on public information available.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Unlock Location!!Unlock Condition&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
!{{nowrap|Tier Upgrade}} Formula&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;{{Module|Legendary|size=30px}}&amp;lt;/center&amp;gt;||Nullifying Aura||No||&amp;amp;infin;||Hint: &amp;lt;spoiler&amp;gt;It appears for those who find it most useful.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
|Erases part of the debuff resistance factor from nearby enemies. Only works on enemies that have resistance to debuffs.&lt;br /&gt;
''A place where effects last longer, discovered by dfirestorm and centered on your tower.''&lt;br /&gt;
|DEBUFF AURA COMMUNITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Module DB==&lt;br /&gt;
There is a database of all modules in the game that is maintained directly by the devs at https://www.perfecttower2.com/db/modules. The interface is harder to browse than the list here, but it provides details like the internal module id (needed for certain AI script actions). Note that this is often outdated.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
*Cost of Infinity modules was increased with [[Trading Post]] rework, and then changed entirely with the [[Infinity]] rework&lt;br /&gt;
*There is &amp;quot;Nature's Touch&amp;quot; but there isn't any other element. (ex : Flame's Touch)&lt;br /&gt;
**The &amp;quot;Nature's Touch&amp;quot; module used to be the only module with punctuation in its name.&lt;br /&gt;
*Before the Military Perks Update (v0.9.0 B1), 'Anti-&amp;lt;element&amp;gt; Projectile' modules were 'Boost' modules and 'Anti-&amp;lt;element&amp;gt; Crit' modules were '&amp;lt;element&amp;gt; Crit'. This is still reflected in their internal ids.&lt;br /&gt;
*In one of the Beta versions, there was a module named &amp;quot;Test.Hp.Name&amp;quot; that was an active ability that had a 0.1 second cool-down and just multiplied hp by the number of uses with 20 max stacks.&lt;br /&gt;
*In the Beta before MT7 was in the game XmmmX leaked a screenshot of a module called &amp;quot;Snap of Destiny&amp;quot; which wasn't properly added into the game until 4 months after.&lt;br /&gt;
*The current tier of a module used to be stored as an 8 bit integer which overflowed at t256 making getting a higher tier module impossible, in a future update it got fixed and the max tier was increased to 2.147 billion (2^31-1).&lt;br /&gt;
*The release of two new supporter tiers (Purple Pulsar and Divine Quasar) allowed for '''Supporter Modules''' to be created, exclusive to the '''Divine Quasar''' tier, and limited to 1 module per person.&lt;br /&gt;
**These modules have the '''#COMMUNITY''' tag.&lt;br /&gt;
**Supporter Modules are made with the ideas from a supporter but they have to be &amp;quot;balanced or balance-able&amp;quot; and &amp;quot;non-game-breaking&amp;quot;.&lt;br /&gt;
**As of the current update, v1.0.10, there are '''19''' Supporter Modules in the game.&lt;br /&gt;
**Supporter Modules are special, in a way that they're not only made by supporters, their unlock conditions are also based on what effects they give. All of which (currently) can be achieved through regular play.&lt;br /&gt;
**An [[Artifact]] or a second Supporter Module may be created by upgrading to the '''Pay To Win''' supporter tier.&lt;br /&gt;
*The Legendary {{Module|Legendary|size=30px}} module type was unused in the game for several years before it was officially added in v0.28.0, and could be seen in the Challenge menu in Tower Testing.&lt;br /&gt;
*Using the [[AI]] to switch between activating and deactivating an active module every frame can be beneficial.&lt;br /&gt;
**Knight's Boost of Power is recommended with this strategy, as it will grant increased attack range as well as increased attack speed within the inner attack range.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Mine: [[Specializations#Mine:_Asteroid_Mining|Second Floor]]: The actual chances are a lot higher since they are on a per-tile basis.&lt;br /&gt;
#Floof's Secret:&amp;lt;spoiler&amp;gt;At [[Era]] on R15:[[Chaos]] any difficulty, disable [[File:Experiment Universal icon.png|30px]] '''Universal''' [[Era#Era_Powers|Era Power]] and kill enemies, 1/400 drop chance&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Equip {{Module|Offensive|size=30px}} '''Super Multishot''' in R09:[[Beach]], and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Loso's Secret:&amp;lt;spoiler&amp;gt;Form every ring in [[Power Plant]]'s [[Specializations#Power_Plant:_Dyson_Sphere|second floor]], then click the &amp;quot;comet&amp;quot; in a Endless run of [[Tower_Testing|Tower Testing]] in R14:[[Universe]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Kit's Secret: &amp;lt;spoiler&amp;gt;&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Have '''Kat's Eye''' [[Artifacts|artifact]]&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Have a Blueprint with 5 modules or less&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Start in [[Era|ERA]] or higher&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Survive for 10 minutes (Game Time, not Real Time)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Gnarly Obsidian:&amp;lt;spoiler&amp;gt;Use {{Module|Defensive|size=30px}} '''Tideshift''' active skill in R05:[[Volcano]].&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Confusion Field:&amp;lt;spoiler&amp;gt;Take damage from your own bomb with the '''Nuclear Enhancement''' boss module equipped while fighting [[Statue_of_Cubos#Cubos_Jr.|Cubos Jr.]]&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bluecat's Secret:&amp;lt;spoiler&amp;gt;Have an attackspeed lower than some value between .03 and .05&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Space Guns:&amp;lt;spoiler&amp;gt;Click on the asteroid that has landed in the town&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Ptmc2112</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=4167</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=AI&amp;diff=4167"/>
		<updated>2026-06-21T04:13:05Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: /* APIs (Application Programming Interfaces) (as of v0.49) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The facility AI (short for &amp;quot;Artificial Intelligence&amp;quot;) is a feature of the [[Headquarters]] that unlocks upon reaching [[Military Tier]] 4 and finishing the associated software. It is an extremely versatile tool that allows the user to automate almost any task in the game.  &lt;br /&gt;
&lt;br /&gt;
Compared to workers, AI scripts are far more versatile, as they can interact with almost every system in the game, and even for systems for which there is no current APIs that the AI could use to interact, it can always perform mouse clicks to simulate such behavior. This is currently limited, as the AI can only click on in-game UI buttons, so things like region [[artifacts]] must still be performed manually, additionally the AI cannot perform right or middle mouse clicks. However, AI cannot run while the game is closed (or more accurately during the simulated time when opening a save file) or interact with buildings which are not open. Workers can do both of these things, appear before AI (MT1 rather than MT4) and are far simpler to use without community assistance, so while AI may have more power to automate the game, neither is a replacement for the other. &lt;br /&gt;
&lt;br /&gt;
To use the AI, you must first obtain a script to execute. There are several ways to do this:&lt;br /&gt;
&lt;br /&gt;
*Create an AI script in the headquarters. For more information on learning how to create scripts, see [[Using the AI]].&lt;br /&gt;
*Obtain import codes for scripts that other players have written. For a list of available scripts, see the [https://discord.com/channels/488444879836413975/1093895780865163284 discord forum].&lt;br /&gt;
*Use machine learning (a macro system). This is done by pressing F7 while the AI overlay is active.&lt;br /&gt;
&lt;br /&gt;
==AI Script Format==&lt;br /&gt;
An AI script contains three sections that control its behavior:&lt;br /&gt;
&lt;br /&gt;
*Impulses&lt;br /&gt;
*Conditions&lt;br /&gt;
*Actions&lt;br /&gt;
&lt;br /&gt;
All scripts have a limit of impulses, conditions and actions. Impulses and conditions have a cap of 10, actions a cap of 50.&lt;br /&gt;
&lt;br /&gt;
===Impulses===&lt;br /&gt;
An Impulse can refer to any button press or event that directly activates an AI script. It is not to be confused with the Basic:Execute command which is not considered an impulse, as it is not a way for a player to directly trigger an AI script, but rather a way of calling the script inside of another AI script much like helper methods in high level programming languages. Each impulse can trigger the AI script, regardless if it has already been triggered. It is possible that a script can trigger multiple times before it has finished execution. In this case multiple instances of this script can run in parallel.&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
A Condition is a requirement that has to be fulfilled in order for the script to start executing. If any condition in the script is false then the script will not be executed when an impulse is triggered by a player action. During the execution the specified conditions have no effect. All conditions are of data Type:Bool, and any expression that returns a bool can be used as a condition.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
An Action is something that the AI does when the script becomes active. The Actions are executed one by one, in order from top to bottom. Actions will continue to be executed until either the AI menu is closed, or the script terminates normally. Within one instance of a script, as many actions as the script budget will allow can be executed in one frame. Atomic actions (those with a red symbol) cost 0 budget, all others cost 100. The script is executed in sequence until the budget becomes less than or equal to 0, at which point execution is given to the next script.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
[[File:AI-Script-Editor.png|alt=AI-Script-Editor (Ingame)|none|thumb|362x362px|AI-Script-Editor (In game)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a maximum budget per script. This is determined by the total amount of RAM installed in all servers. &lt;br /&gt;
&lt;br /&gt;
To get a budget of 10,000 requires fully upgrading the RAM of all 16 servers.&lt;br /&gt;
&lt;br /&gt;
==AI Script Language==&lt;br /&gt;
&lt;br /&gt;
===Data Types===&lt;br /&gt;
There are various data types that are usable within AI scripts, all of which are incredibly versatile and useful in creating a script as complex or simple as one desires.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Example Values&lt;br /&gt;
!Default Value&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|double&lt;br /&gt;
|A number that allows decimal precision [a [[wikipedia:Floating-point_arithmetic|floating-point number]]]. Can be positive or negative.&lt;br /&gt;
|3.2, 0.29, -10.2, 7.9999993&lt;br /&gt;
|0.0&lt;br /&gt;
|Doubles have a max value of 2^1024, or approximately 1.79769 × 10&amp;lt;sup&amp;gt;308&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|int&lt;br /&gt;
|A number that does not allow decimal precision [an [[wikipedia:Integer_(computer_science)|integer]]]. Can be positive or negative.&lt;br /&gt;
|20, 69, 420, -1029, 0&lt;br /&gt;
|0&lt;br /&gt;
|Ints range from -2147483648 to 2147483647&lt;br /&gt;
|-&lt;br /&gt;
|string&lt;br /&gt;
|An array of characters. Basically a way to format and use text.&lt;br /&gt;
|&amp;quot;meow&amp;quot;, &amp;quot;hello&amp;quot;, &amp;quot; &amp;quot;, &amp;quot;I am a text&amp;quot;, &amp;quot;!BanBudE&amp;quot;&lt;br /&gt;
|&amp;quot;&amp;quot;&lt;br /&gt;
|The quotes in the examples are not included in the actual string value.&lt;br /&gt;
|-&lt;br /&gt;
|bool&lt;br /&gt;
|A binary value that can either be true or false [a [[wikipedia:Boolean_data_type|boolean]] value].&lt;br /&gt;
|true, false&lt;br /&gt;
|false&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Vector2&lt;br /&gt;
|A container type that contains two double values called x and y.&lt;br /&gt;
|(-30.0, 0.0), (28.38, 13.0)&lt;br /&gt;
|(0.0, 0.0)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Some data types can be converted to others by using a function. Check the table below to see which data types are currently interchangeable.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Source / Target&lt;br /&gt;
!double&lt;br /&gt;
!int&lt;br /&gt;
!string&lt;br /&gt;
!bool&lt;br /&gt;
!Vector2&lt;br /&gt;
|-&lt;br /&gt;
!double&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Partially&lt;br /&gt;
|-&lt;br /&gt;
!int&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!string&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!bool&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Vector2&lt;br /&gt;
|Partially&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
(The table will be updated as soon as more AI features are available.)&lt;br /&gt;
&lt;br /&gt;
===Functions===&lt;br /&gt;
Any line in an AI script (apart from impulses) represents a function.&lt;br /&gt;
&lt;br /&gt;
There are two major types of functions:&lt;br /&gt;
&lt;br /&gt;
*Without a return value (= Actions)&lt;br /&gt;
*With a return value&lt;br /&gt;
&lt;br /&gt;
Functions without a return value appear as actions in the sidebar of the AI-script editor. In general these functions do something specific but require some sort of input. &lt;br /&gt;
&lt;br /&gt;
The various inputs to a function are called '''arguments'''. Each argument of a function has a specific datatype and accepts either a constant value or a function with a return value of the same type.&lt;br /&gt;
&lt;br /&gt;
===APIs (Application Programming Interfaces) (as of v0.49)===&lt;br /&gt;
Function signatures have been slightly modified to conform with a C-like syntax for similarity with other function signatures. The special return type &amp;lt;code&amp;gt;impulse&amp;lt;/code&amp;gt; denotes a function is an input (rather than an action), actions which previously did not have a return type now have the &amp;lt;code&amp;gt;void&amp;lt;/code&amp;gt; return type and the colon between type and argument name is removed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Impulses&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Wake Up&lt;br /&gt;
|&amp;lt;code&amp;gt;impulse wakeup()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggers whenever the AI switches from inactive to active.&lt;br /&gt;
|-&lt;br /&gt;
|New Round&lt;br /&gt;
|&amp;lt;code&amp;gt;impulse game.newround()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggers whenever a new [[Tower Testing]] round starts.&lt;br /&gt;
|-&lt;br /&gt;
|Open: &amp;lt;[[Buildings|Building]]&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;impulse open.&amp;amp;lt;building&amp;amp;gt;()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggers whenever the window of the building is being opened (ex: Open: Arcade)&lt;br /&gt;
|-&lt;br /&gt;
|Close: &amp;lt;[[Buildings|Building]]&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;impulse close.&amp;amp;lt;building&amp;amp;gt;()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggers whenever the window of the building is being closed (ex: Close: Arcade)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Mouse: &amp;lt;Left|Middle|Right&amp;gt; Up&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;impulse mouse.&amp;lt;id&amp;gt;.up()&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Triggers whenever the &amp;lt;left|middle|right&amp;gt; mouse button is being pressed down. (ex: Mouse: Left Up)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Mouse: &amp;lt;Left|Middle|Right&amp;gt; Down&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;impulse mouse.&amp;lt;id&amp;gt;.down()&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Triggers whenever the &amp;lt;left|middle|right&amp;gt; mouse button is being pressed down. (ex: Mouse: Left Down)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Key: &amp;lt;0-9, A-Z&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;impulse key.#()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggers whenever the 0-9 or A-Z key is being pressed (case-insensitive, not numpad). (ex: Key: 0)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Script Execution Context&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Mouse: &amp;lt;Key&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bool mouse.&amp;lt;key&amp;gt;.state()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the &amp;lt;key&amp;gt; mouse button is currently being held down.&lt;br /&gt;
|-&lt;br /&gt;
|Screen: Height&lt;br /&gt;
|&amp;lt;code&amp;gt;int height()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the height of the screen in pixels.&lt;br /&gt;
|-&lt;br /&gt;
|Screen: Width&lt;br /&gt;
|&amp;lt;code&amp;gt;int width()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the width of the screen in pixels.&lt;br /&gt;
|-&lt;br /&gt;
|UI: Size&lt;br /&gt;
|&amp;lt;code&amp;gt;double ui.size()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the value of the UI size option from from the options menu as a double ranging from 0.5 (50%) to 1.0 (100%)&lt;br /&gt;
|-&lt;br /&gt;
|Script: Triggering Impulse&lt;br /&gt;
|&amp;lt;code&amp;gt;string impulse()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the ID of the impulse which triggered this script instance. If the script was triggered by another script then this function will return the name of that script&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Remaining Budget&lt;br /&gt;
|&amp;lt;code&amp;gt;int budget()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the remaining execution budget of this script during execution.&lt;br /&gt;
|-&lt;br /&gt;
|Time: Frame&lt;br /&gt;
|&amp;lt;code&amp;gt;int time.frame()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the total number of frames since the start of the game.&lt;br /&gt;
|-&lt;br /&gt;
|Time: Delta&lt;br /&gt;
|&amp;lt;code&amp;gt;double time.delta()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the total time in seconds between the current frame and the last frame. Pausing or accelerating the game affects this value.&lt;br /&gt;
|-&lt;br /&gt;
|Time: Scale&lt;br /&gt;
|&amp;lt;code&amp;gt;double time.scale()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the factor at which the game is currently accelerated. (0 if the game is paused, 1 if the game runs at normal speed 2 if the game runs at 2x speed and so on)&lt;br /&gt;
|-&lt;br /&gt;
|Time: Unscaled Delta&lt;br /&gt;
|&amp;lt;code&amp;gt;double time.unscaled()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the total time in seconds between the current frame and the last frame. This value is neither affected by pausing nor accelerating the game.&lt;br /&gt;
|-&lt;br /&gt;
|Timestamp: Now&lt;br /&gt;
|&amp;lt;code&amp;gt;double now()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current local time in ticks representing the time from midnight , January 1st, 0001 until now. (UNIX time)&lt;br /&gt;
|-&lt;br /&gt;
|Timestamp: UTC Now&lt;br /&gt;
|&amp;lt;code&amp;gt;double utcnow()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the UTC time in ticks representing the time from midnight , January 1st, 0001 until now. (UNIX time)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Execution Primitives&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Goto&lt;br /&gt;
|&amp;lt;code&amp;gt;void goto(int line)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt;. The first line in the script equals 1. Entering an invalid line number will result in the value being clamped between the min. and max. boundaries during execution.&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Goto-If&lt;br /&gt;
|&amp;lt;code&amp;gt;void goto(int line, bool condition)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Jumps to line &amp;lt;code&amp;gt;line&amp;lt;/code&amp;gt; in the current script if &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True. First line equals 1.&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Click&lt;br /&gt;
|&amp;lt;code&amp;gt;void click(vector2 pos)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Performs a mouse click at following location: &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Slider&lt;br /&gt;
|&amp;lt;code&amp;gt;void slider(vector2 pos, double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the slider position pos on the screen to &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; with 0 being the leftmost and 1 being the rightmost end.&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Scrollrect&lt;br /&gt;
|&amp;lt;code&amp;gt;void scrollbar(vector2 pos, double horizontal, double vertical)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Scrolls within a scrollable container at pos to &amp;lt;code&amp;gt;horizontal&amp;lt;/code&amp;gt; (horizontally) and &amp;lt;code&amp;gt;vertical&amp;lt;/code&amp;gt; (vertically) with 0 being the left/lower end and 1 being the right/upper end. Use a negative value to ignore an axis.&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Wait&lt;br /&gt;
|&amp;lt;code&amp;gt;void wait(double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|A simple wait function that stops the current script for a total of &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Wait Until&lt;br /&gt;
|&amp;lt;code&amp;gt;void waituntil(bool condition)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Stops the current script until &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; becomes True.&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Wait While&lt;br /&gt;
|&amp;lt;code&amp;gt;void waitwhile(bool condition)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Stops the current script as long as &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is True.&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Wait Frame&lt;br /&gt;
|&amp;lt;code&amp;gt;void waitframe()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Stops execution of this script for this frame and continues in the next one.&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Execute&lt;br /&gt;
|&amp;lt;code&amp;gt;void execute(string script)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; without requiring an impulse. Conditions of the script called still have to be fulfilled. Executed scripts are put at the end of the script list, and because of this they (usually) will run their first action in the same frame, since the script list pointer is still on the calling script, earlier in the script list.&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Execute (Sync)&lt;br /&gt;
|&amp;lt;code&amp;gt;void executesync(string script)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Executes the first script in the list which is named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt; and waits until the execution is completed. Conditions of the script still have to be fulfilled.&lt;br /&gt;
|-&lt;br /&gt;
|Basic: Stop&lt;br /&gt;
|&amp;lt;code&amp;gt;void stop(string script)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Stops the execution of all scripts and script instances which are named &amp;lt;code&amp;gt;script&amp;lt;/code&amp;gt;. '''Important bug/feature:''' If a script stops ''itself'', the script list pointer is reset to the beginning, effectively giving everything before this script an &amp;quot;extra&amp;quot; cycle. Because scripts that have reached the end aren't cleaned up until the end-of-frame processing, this means that scripts on their last line (or that have jumped to 99) will re-execute their last line, which can cause bugs. This behavior is known as &amp;quot;Turbo Exec,&amp;quot; since it can be used to build programs that execute much faster than the typical one-action-per-frame.&lt;br /&gt;
|-&lt;br /&gt;
|Local: Get &amp;lt;T&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;T local.T.get(string var)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the value of the the local variable &amp;lt;code&amp;gt;var&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Local: Set &amp;lt;T&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;void local.T.set(string var, T value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Creates or changes the the local variable &amp;lt;code&amp;gt;var&amp;lt;/code&amp;gt; to contain the value &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Local: Unset&lt;br /&gt;
|&amp;lt;code&amp;gt;void local.unset(string var)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Deletes the local variable with the name &amp;lt;code&amp;gt;var&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Global: Get &amp;lt;T&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;T global.T.get(string var)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the value of the the global variable &amp;lt;code&amp;gt;var&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Global: Set &amp;lt;T&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;void global.T.set(string var, T value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Creates or changes the the global variable &amp;lt;code&amp;gt;var&amp;lt;/code&amp;gt; to contain the value &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Global: Unset&lt;br /&gt;
|&amp;lt;code&amp;gt;void global.unset(string var)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Deletes the global variable with the name &amp;lt;code&amp;gt;var&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Ternary: &amp;lt;T&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;T if(bool condition, T value1, T value2)&amp;lt;/code&amp;gt;&lt;br /&gt;
|If &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; is true then &amp;lt;code&amp;gt;value1&amp;lt;/code&amp;gt; will be returned. Otherwise returns &amp;lt;code&amp;gt;value2&amp;lt;/code&amp;gt;.&lt;br /&gt;
''Note: boolean values do not have this option.''&lt;br /&gt;
|-&lt;br /&gt;
|Comparison: &amp;lt;T&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;bool comparison.T(T value1, operator, T value2)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Compares two &amp;lt;T&amp;gt; values based on the selected operator.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Boolean Primitives&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bool: Not&lt;br /&gt;
|&amp;lt;code&amp;gt;bool not(bool)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the inverse of the given boolean value. If &amp;lt;code&amp;gt;bool&amp;lt;/code&amp;gt; is true it will return false and if it's false it will return true.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Numerical Primitives&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Arithmetic&lt;br /&gt;
|&lt;br /&gt;
|Performs an arithmetic operation on two [int/double] values. Accepted operators are: &amp;quot;+&amp;quot;, &amp;quot;-&amp;quot;, &amp;quot;*&amp;quot;, &amp;quot;/&amp;quot;, &amp;quot;pow&amp;quot;, &amp;quot;mod&amp;quot;, [&amp;quot;log&amp;quot; for doubles].&lt;br /&gt;
|-&lt;br /&gt;
|Max: [Int/Double]&lt;br /&gt;
|&amp;lt;code&amp;gt;number max(number1, number2)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Evaluates &amp;lt;code&amp;gt;number1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;number2&amp;lt;/code&amp;gt; and returns the bigger of the two as a result of this function. &lt;br /&gt;
''Note: you cannot compare an int with a double, you have to convert one of them into the other.''&lt;br /&gt;
|-&lt;br /&gt;
|Min: [Int/Double]&lt;br /&gt;
|&amp;lt;code&amp;gt;number min(number1, number2)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Evaluates &amp;lt;code&amp;gt;number1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;number2&amp;lt;/code&amp;gt; and returns the smaller of the two as a result of this function.&lt;br /&gt;
|-&lt;br /&gt;
|Random: [Int/Double]&lt;br /&gt;
|&amp;lt;code&amp;gt;number rnd(lower, upper)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns a random number between &amp;lt;code&amp;gt;lower&amp;lt;/code&amp;gt; (inclusive) and &amp;lt;code&amp;gt;upper&amp;lt;/code&amp;gt; (inclusive). If the second smaller is lower than the first then the first value will always be returned.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Integer Primitives&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Double Primitives&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Constant: E&lt;br /&gt;
|&amp;lt;code&amp;gt;double const.e()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the constant E: 2.7182818284590452.&lt;br /&gt;
|-&lt;br /&gt;
|Constant: PI&lt;br /&gt;
|&amp;lt;code&amp;gt;double const.pi()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the constant PI: 3.1415926535897931.&lt;br /&gt;
|-&lt;br /&gt;
|Math: acos&lt;br /&gt;
|&amp;lt;code&amp;gt;double acos(double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the inverse cosine (in radians) of the number &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Math: asin&lt;br /&gt;
|&amp;lt;code&amp;gt;double asin(double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the inverse sine (in radians) of the number &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Math: atan&lt;br /&gt;
|&amp;lt;code&amp;gt;double atan(double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the inverse tangent (in radians) of the number &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Math: atan2&lt;br /&gt;
|&amp;lt;code&amp;gt;double atan2(vector coords)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the angle in the plane (in radians) between the positive X-axis and the ray from (0, 0) to the point &amp;lt;code&amp;gt;coords&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Math: ceiling&lt;br /&gt;
|&amp;lt;code&amp;gt;double ceil(double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Rounds the given number up to the closest integer.&lt;br /&gt;
|-&lt;br /&gt;
|Math: cos&lt;br /&gt;
|&amp;lt;code&amp;gt;double cos(double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the cosine of the number &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Math: floor&lt;br /&gt;
|&amp;lt;code&amp;gt;double floor(double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Rounds the given number down to the closest integer'''s'''.&lt;br /&gt;
|-&lt;br /&gt;
|Math: round&lt;br /&gt;
|&amp;lt;code&amp;gt;double round(double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Rounds the given number to the closest integer.&lt;br /&gt;
|-&lt;br /&gt;
|Math: sin&lt;br /&gt;
|&amp;lt;code&amp;gt;double sin(double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the sine of the number &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Math: tan&lt;br /&gt;
|&amp;lt;code&amp;gt;double tan(double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the tangent of the number &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+String Primitives&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Concat&lt;br /&gt;
|&amp;lt;code&amp;gt;string concat(string lhs, string rhs)&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;lhs . rhs&amp;lt;/code&amp;gt;&lt;br /&gt;
|Chains the two given strings (&amp;lt;code&amp;gt;lhs&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;rhs&amp;lt;/code&amp;gt;) together.&lt;br /&gt;
|-&lt;br /&gt;
|String: Contains&lt;br /&gt;
|&amp;lt;code&amp;gt;bool contains(string str, string substr)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt; contains the string &amp;lt;code&amp;gt;substr&amp;lt;/code&amp;gt;. (ex: &amp;quot;Catch&amp;quot; Contains &amp;quot;Cat&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
|String: Index Of&lt;br /&gt;
|&amp;lt;code&amp;gt;int index(string str, string substr, int start)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the index of the first occurrence of string &amp;lt;code&amp;gt;substr&amp;lt;/code&amp;gt; within the string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt;. Search starts at index &amp;lt;code&amp;gt;start&amp;lt;/code&amp;gt; whereas 0 represents the beginning of the string.&lt;br /&gt;
|-&lt;br /&gt;
|String: Length&lt;br /&gt;
|&amp;lt;code&amp;gt;int len(string str)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the amount of characters in the string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|String: To Lower&lt;br /&gt;
|&amp;lt;code&amp;gt;string lower(string str)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Turns the entire string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt; to lowercase.&lt;br /&gt;
|-&lt;br /&gt;
|String: To Upper&lt;br /&gt;
|&amp;lt;code&amp;gt;string upper(string str)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Turns the entire string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt; to uppercase.&lt;br /&gt;
|-&lt;br /&gt;
|Substring&lt;br /&gt;
|&amp;lt;code&amp;gt;string sub(string str, int start, int chars)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns a part of the string &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt;, starting at position &amp;lt;code&amp;gt;start&amp;lt;/code&amp;gt; (0 = first character) and then going a total of &amp;lt;code&amp;gt;chars&amp;lt;/code&amp;gt; steps to the right.&lt;br /&gt;
So Substring(&amp;quot;Cubical&amp;quot;, 1, 3) would return &amp;quot;ubi&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Vector Primitives&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Vector2: X&lt;br /&gt;
|&amp;lt;code&amp;gt;double x(vector vec)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the value of X of &amp;lt;code&amp;gt;vec&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Vector2: Y&lt;br /&gt;
|&amp;lt;code&amp;gt;double y(vector vec)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the value of Y of &amp;lt;code&amp;gt;vec&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Vector2: From Coordinates&lt;br /&gt;
|&amp;lt;code&amp;gt;vector vec(double x, double y)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Generates a new vector out of two doubles where X is &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; and Y is &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Mouse: Position&lt;br /&gt;
|&amp;lt;code&amp;gt;vector position()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current position of the cursor.&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Conversions&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Convert: Int&lt;br /&gt;
|&amp;lt;code&amp;gt;double i2d(int value)&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;string i2s(int value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Converts the integer &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; to a [double/string].&lt;br /&gt;
|-&lt;br /&gt;
|Convert: Double&lt;br /&gt;
|&amp;lt;code&amp;gt;int d2i(double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;string d2s(double value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Converts the double &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; to [an integer/a string].&lt;br /&gt;
''Note: converting a double into an integer rounds it to the nearest integer instead of rounding towards 0.''&lt;br /&gt;
|-&lt;br /&gt;
|Convert: String&lt;br /&gt;
|&amp;lt;code&amp;gt;int s2i(string value, int fallback)&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;double s2d(string value, double fallback)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Tries to convert &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt; into [an integer/a double] value. If unsuccessful it will return &amp;lt;code&amp;gt;fallback&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Town APIs&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Town: Any Window Open&lt;br /&gt;
|&amp;lt;code&amp;gt;bool anyopen()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if any window in town is open. Includes all building, customization, skills and utility windows.&lt;br /&gt;
|-&lt;br /&gt;
|Town: Window Open&lt;br /&gt;
|&amp;lt;code&amp;gt;bool isopen(string: window)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the [[Buildings]] window is active and visible on the screen. (ex: [[Tower Testing]] is open)&lt;br /&gt;
|-&lt;br /&gt;
|Town: Open Window&lt;br /&gt;
|&amp;lt;code&amp;gt;void show(string building, bool open)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Opens the &amp;lt;code&amp;gt;building&amp;lt;/code&amp;gt; window if &amp;lt;code&amp;gt;open&amp;lt;/code&amp;gt;is True, otherwise it will be closed. Opening or closing windows this way does not play the transition animation!&lt;br /&gt;
|-&lt;br /&gt;
|Game: Is Boss Fight&lt;br /&gt;
|&amp;lt;code&amp;gt;bool isBossFight()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true of a boss fight is currently active. Returns false otherwise.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Is Tower Testing&lt;br /&gt;
|&amp;lt;code&amp;gt;bool isTowerTesting()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the game is currently in the [[Tower Testing|tower testing]] screen. Pausing the game or the destruction of the tower does not affect the return value of this function.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Resource&lt;br /&gt;
|&amp;lt;code&amp;gt;double resource(string currency)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the amount of &amp;lt;code&amp;gt;currency&amp;lt;/code&amp;gt;. If no resource with the specified id exists it will return 0.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Tower Testing APIs&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Game: Is Paused&lt;br /&gt;
|&amp;lt;code&amp;gt;bool pause.get()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the game is currently paused during tower testing via the pause button. Outside tower testing this will always return false.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Set Pause&lt;br /&gt;
|&amp;lt;code&amp;gt;void pause.set(bool state)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the pause state to state.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Pause&lt;br /&gt;
|&amp;lt;code&amp;gt;void pause()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Pauses tower testing via the pause button if possible.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Unpause&lt;br /&gt;
|&amp;lt;code&amp;gt;void unpause()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Unpauses tower testing via the pause button if possible.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Real Time Passed&lt;br /&gt;
|&amp;lt;code&amp;gt;double game.realtime()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the real time passed during this tower testing run. Returns 0 outside of tower testing.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Time Passed&lt;br /&gt;
|&amp;lt;code&amp;gt;double game.time()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the game time passed during this tower testing run. Returns 0 outside of tower testing.&lt;br /&gt;
|-&lt;br /&gt;
|Software: Is Enabled&lt;br /&gt;
|&amp;lt;code&amp;gt;bool software.enabled(string software)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the software with id &amp;lt;code&amp;gt;software&amp;lt;/code&amp;gt; has been enabled. Returns false is the software has not been toggled on or has not been researched yet.&lt;br /&gt;
|-&lt;br /&gt;
|Software: Find ID&lt;br /&gt;
|&amp;lt;code&amp;gt;string software.find(string software)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the correct software ID of the software with the closest match to &amp;lt;code&amp;gt;software&amp;lt;/code&amp;gt; (case-insensitive). This function is very slow. Avoid using it in performance critical sections.&lt;br /&gt;
|-&lt;br /&gt;
|Software: Toggle&lt;br /&gt;
|&amp;lt;code&amp;gt;void software.toggle(string software, bool enabled)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Enables software &amp;lt;code&amp;gt;software&amp;lt;/code&amp;gt; if the condition &amp;lt;code&amp;gt;bool condition&amp;lt;/code&amp;gt; is true or disables it if the condition is false.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Number of Enemies&lt;br /&gt;
|&amp;lt;code&amp;gt;int enemies()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the numbers of enemy units which are currently present on the map. Returns 0 if tower testing is not active.&lt;br /&gt;
|-&lt;br /&gt;
|Game: XP&lt;br /&gt;
|&amp;lt;code&amp;gt;double xp()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current amount of tower testing experience. Returns 0 if called outside of tower testing.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Wave Acceleration&lt;br /&gt;
|&amp;lt;code&amp;gt;double waveAcceleration()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current wave acceleration factor. (You can check the current value inside the stats menu during tower testing).&lt;br /&gt;
|-&lt;br /&gt;
|Game: Fixed Waves Per Interval&lt;br /&gt;
|&amp;lt;code&amp;gt;double fixedWavesPerInterval()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current amount of fixed waves per interval as seen in the stats menu during tower testing. Returns 0 if currently not tower testing.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Wave&lt;br /&gt;
|&amp;lt;code&amp;gt;double wave()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current wave during tower testing or 0 if tower testing is not active.&lt;br /&gt;
|-&lt;br /&gt;
|Highscore: Wave&lt;br /&gt;
|&amp;lt;code&amp;gt;double highscore.wave(string region, string difficulty&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the wave record of region &amp;lt;code&amp;gt;region&amp;lt;/code&amp;gt; on difficulty &amp;lt;code&amp;gt;difficulty&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Era&lt;br /&gt;
|&amp;lt;code&amp;gt;double era()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current era during tower testing or 0 if tower testing is not active. Equivalent to &amp;lt;code&amp;gt;wave() / 1e11&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Highscore: Era&lt;br /&gt;
|&amp;lt;code&amp;gt;double highscore.era(string region, string difficulty&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the era record of region &amp;lt;code&amp;gt;region&amp;lt;/code&amp;gt; on difficulty &amp;lt;code&amp;gt;difficulty&amp;lt;/code&amp;gt;. Equivalent to &amp;lt;code&amp;gt;wave() / 1e11&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Era: Disable Cost&lt;br /&gt;
|&amp;lt;code&amp;gt;double disable.cost(string element)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the XP cost of the upgrade that disables the era powers of &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; enemies. Returns -1 outside of tower testing or if the upgrade is not available in the current region.&lt;br /&gt;
|-&lt;br /&gt;
|Era: Disable Power&lt;br /&gt;
|&amp;lt;code&amp;gt;void disable.era(string element)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Tries to disable the era powers of &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; enemies by purchasing the according upgrade using xp.&lt;br /&gt;
|-&lt;br /&gt;
|Era: Upgrade Divider&lt;br /&gt;
|&amp;lt;code&amp;gt;void upgrade.era(string divider, int times)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Attempts to upgrade the era &amp;lt;code&amp;gt;str (damage, health)&amp;lt;/code&amp;gt; divider a total of &amp;lt;code&amp;gt;int x&amp;lt;/code&amp;gt; times by using xp.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Infinity&lt;br /&gt;
|&amp;lt;code&amp;gt;double infinity()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current infinity during tower testing or 0 if tower testing is not active. Equivalent to &amp;lt;code&amp;gt;wave() / 1e22&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;era() / 1e11&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Highscore: Infinity&lt;br /&gt;
|&amp;lt;code&amp;gt;double highscore.infity(string region, string difficulty&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the infinity record of region &amp;lt;code&amp;gt;region&amp;lt;/code&amp;gt; on difficulty &amp;lt;code&amp;gt;difficulty&amp;lt;/code&amp;gt;. Equivalent to &amp;lt;code&amp;gt;wave() / 1e22&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;era() / 1e11&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity: Secure Module Cost&lt;br /&gt;
|&amp;lt;code&amp;gt;double disable.inf.cost()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the amount of XP required in order to secure/disable a module during infinity phase.&lt;br /&gt;
|-&lt;br /&gt;
|Infinity: Secure Module&lt;br /&gt;
|&amp;lt;code&amp;gt;void disable.inf(string moduleId)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Attempts to secure the module with id  &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; to prevent enemies from mimicking it during the infinity phase.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Active Module Count&lt;br /&gt;
|&amp;lt;code&amp;gt;int active.count()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the total number of active modules in the currently active blueprint of the tower. Returns 0 outside of tower testing.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Active Module Index&lt;br /&gt;
|&amp;lt;code&amp;gt;int active.index(string moduleId)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the index of the active module with ID &amp;lt;code&amp;gt;moduleId&amp;lt;/code&amp;gt; inside the active skills list. If the module is not inside the list or tower testing is not active then this function will return 0.&lt;br /&gt;
|-&lt;br /&gt;
|Game: Active Module ID&lt;br /&gt;
|&amp;lt;code&amp;gt;string active.id(int index)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the ID of the active module in slot &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt; in the active modules list whereas 1 refers to the first module in the list. Returns an empty string if the slot index is invalid or tower testing is not active.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Is Stunned&lt;br /&gt;
|&amp;lt;code&amp;gt;bool stunned()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the tower is stunned and false if the tower is either not stunned or does not exist.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Negative Buffs&lt;br /&gt;
|&amp;lt;code&amp;gt;int negative()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the total number of nagative buffs currently present on the tower or 0 if the tower has no negative buffs or does not exist.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Health&lt;br /&gt;
|&amp;lt;code&amp;gt;double health(bool percent)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current health of the tower or 0 if the tower is dead does not exist. Returns the value as a percentage of max health value if &amp;lt;code&amp;gt;percent&amp;lt;/code&amp;gt; is true otherwise the absolute value.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Max. Health&lt;br /&gt;
|&amp;lt;code&amp;gt;double health.max()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the maximum hitpoints of the tower or 0 if the tower is either dead or does not exist.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Health Regeneration&lt;br /&gt;
|&amp;lt;code&amp;gt;double health.regen()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current health regeneration of the tower or 0 if the tower does not exist.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Energy&lt;br /&gt;
|&amp;lt;code&amp;gt;double energy(bool percent)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current energy of the tower or 0 if the tower does not exist. Returns the value as a percentage of max energy value if &amp;lt;code&amp;gt;percent&amp;lt;/code&amp;gt; is true otherwise the absolute value.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Max. Energy&lt;br /&gt;
|&amp;lt;code&amp;gt;double energy.max()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the maximum energy of the tower or 0 if the tower is either dead or does not exist.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Energy Regeneration&lt;br /&gt;
|&amp;lt;code&amp;gt;double energy.regen()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current energy regeneration of the tower or 0 if the tower does not exist.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Shield&lt;br /&gt;
|&amp;lt;code&amp;gt;double shield(bool percent)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current shieldpoints of the tower or 0 if the tower is dead or does not exist. Returns the value as a percentage of max shieldpoints value if &amp;lt;code&amp;gt;percent&amp;lt;/code&amp;gt; is true otherwise the absolute value.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Max. Shield&lt;br /&gt;
|&amp;lt;code&amp;gt;double shield.max()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the maximum shieldpoints of the tower or 0 if the tower is either dead or does not exist.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Module Cooldown&lt;br /&gt;
|&amp;lt;code&amp;gt;double cooldown(int skill)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the remaining cooldown of the active module at slot &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt; in seconds Slot 1 refers to the first module in the active modules list.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Attack Range&lt;br /&gt;
|&amp;lt;code&amp;gt;double tower.range()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the tower's current attack range. (Default attack range without any modules or buffs is 18).&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Use (Instantly)&lt;br /&gt;
|&amp;lt;code&amp;gt;void useinstant(int skill)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Orders the Tower to use the [[Modules]] at slot &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt; where slot 1 refers to the module at the very top of the skill menu. Entering an invalid slot will do nothing.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Use (Position)&lt;br /&gt;
|&amp;lt;code&amp;gt;void useposition(int skill, vector2 pos&amp;lt;/code&amp;gt;&lt;br /&gt;
|Orders the tower to use the module at slot  &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt; where slot 1 refers to the module at the very top of the skill menu at an offset of &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Restart&lt;br /&gt;
|&amp;lt;code&amp;gt;void restart()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Restarts the current [[Tower Testing]] run. Can only be can only be executing during or at the end of a run that took equal or longer than a second.&lt;br /&gt;
|-&lt;br /&gt;
|Tower: Exit&lt;br /&gt;
|&amp;lt;code&amp;gt;void exit()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Exits the current Tower Testing run.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Power Plant APIs&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Powerplant: Sell&lt;br /&gt;
|&amp;lt;code&amp;gt;void sell(int x, int y)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sells the [[Power Plant]] component at X: &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; and Y: &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; and automatically refunds a part of the selling price. If the selected slot is empty then nothing will happen. (0, 0) is the bottom left corner of the grid.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Mine APIs&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Mine: Dig&lt;br /&gt;
|&amp;lt;code&amp;gt;void dig(int x, int y)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Digs up the tile at X: &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt; and Y: &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; of the currently selected resource in the [[Mine]] with (0, 0) being the top left corner. Only works if the [[Mine]] window is active!&lt;br /&gt;
|-&lt;br /&gt;
|Mine: New Layer&lt;br /&gt;
|&amp;lt;code&amp;gt;void newlayer()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Generates a new layer of the currently selected resource in the [[Mine]]. Only works if the [[Mine]] window is active!&lt;br /&gt;
|-&lt;br /&gt;
|Mine: Open Tab&lt;br /&gt;
|&amp;lt;code&amp;gt;void tab(int pos)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Opens the mining tab at position &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt;. Position 1 is the first tab (Orange) and position 12 is the last tab (Black).&lt;br /&gt;
|-&lt;br /&gt;
|Mine: Delete Cluster&lt;br /&gt;
|&amp;lt;code&amp;gt;void remove(int pos)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Removes the asteroid cluster at list position &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt; where 1 represents the first cluster in the list.&lt;br /&gt;
|-&lt;br /&gt;
|Mine: Has Layers&lt;br /&gt;
|&amp;lt;code&amp;gt;bool hasLayers()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the current active mining tab can generate at least 1 layer.&lt;br /&gt;
|-&lt;br /&gt;
|Mine: Clusters&lt;br /&gt;
|&amp;lt;code&amp;gt;int clusters()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the total amount of asteroid clusters currently in the list or 0 if the second floor of [[Mine]] has not been unlocked yet.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Factory APIs&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Factory: Try Craft&lt;br /&gt;
|&amp;lt;code&amp;gt;void craft(string item, int tier, double amount)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Tries to craft &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; (Tier &amp;lt;code&amp;gt;tier&amp;lt;/code&amp;gt;) a total of &amp;lt;code&amp;gt;amount&amp;lt;/code&amp;gt; times by using items inside the inventory or crafting grid. If that is not possible then no items are being crafted. Only works if the [[Factory]] screen is visible.&lt;br /&gt;
|-&lt;br /&gt;
|Factory: Try Produce&lt;br /&gt;
|&amp;lt;code&amp;gt;void produce(string item, int tier, double amount, string machine)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Tries to put &amp;lt;code&amp;gt;amount&amp;lt;/code&amp;gt; x &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; (T&amp;lt;code&amp;gt;tier&amp;lt;/code&amp;gt;) into machine &amp;lt;code&amp;gt;machine&amp;lt;/code&amp;gt;. If too few items are available or the selected machine is currently busy with a different item type then nothing will happen. Ignores the tier if the selected item ID is rubber.&lt;br /&gt;
|-&lt;br /&gt;
|Factory: Trash&lt;br /&gt;
|&amp;lt;code&amp;gt;void trash(string item, int tier, double amount)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Tries to put &amp;lt;code&amp;gt;amount&amp;lt;/code&amp;gt; x &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; (T&amp;lt;code&amp;gt;tier&amp;lt;/code&amp;gt;) into the trash can of the [[Factory]]. If too few items are present in the inventory and the crafting grid of the [[Factory]] then it will still try to remove as many as possible. Ignores the tier for items that don't have a tier.&lt;br /&gt;
|-&lt;br /&gt;
|Factory: Cancel Machine&lt;br /&gt;
|&amp;lt;code&amp;gt;void cancel(string machine)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Stops production of the [[Factory]] machine with the ID &amp;lt;code&amp;gt;machine&amp;lt;/code&amp;gt; and ejects all items back to the inventory if possible.&lt;br /&gt;
|-&lt;br /&gt;
|Factory: Is Processing&lt;br /&gt;
|&amp;lt;code&amp;gt;bool active(string machine)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the machine with the ID &amp;lt;code&amp;gt;machine&amp;lt;/code&amp;gt; is currently processing items.&lt;br /&gt;
|-&lt;br /&gt;
|Factory: Item Count&lt;br /&gt;
|&amp;lt;code&amp;gt;double count(string item, int tier)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the total amount of &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; (T&amp;lt;code&amp;gt;tier&amp;lt;/code&amp;gt;) inside the inventory of the [[Factory]].&lt;br /&gt;
|-&lt;br /&gt;
|Factory: Machine Input Count&lt;br /&gt;
|&amp;lt;code&amp;gt;double machine.item.count(string machine)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the number of items currently inside the machine with the ID &amp;lt;code&amp;gt;machine&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Factory: Machine Input&lt;br /&gt;
|&amp;lt;code&amp;gt;string machine.item(string machine)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the ID of the item currently inside the [[Factory]] machine with the ID &amp;lt;code&amp;gt;machine&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Factory: Find ID&lt;br /&gt;
|&amp;lt;code&amp;gt;string factory.find(string name)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the correct item ID of the item with the closest match to &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; (ignores case-sensitivity). This function is very slow. Avoid using it in performance-critical sections.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Arcade APIs&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcade: Spin Lucky Wheel&lt;br /&gt;
|&amp;lt;code&amp;gt;void wheel.spin(double wager)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Spins the [[Arcade#Lucky Wheel|Lucky Wheel]] with a wager of &amp;lt;code&amp;gt;wager&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Arcade: Lucky Wheel Is Spinning&lt;br /&gt;
|&amp;lt;code&amp;gt;bool wheel.isSpinning()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the [[Arcade#Lucky Wheel|Lucky Wheel]] in the [[Arcade]] is currently spinning.&lt;br /&gt;
|-&lt;br /&gt;
|Arcade: Jumble New Game&lt;br /&gt;
|&amp;lt;code&amp;gt;void jumble.new(double wager)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Starts a new game of [[Arcade#Jumble|Jumble]] with a wager of &amp;lt;code&amp;gt;wager&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Arcade: Jumble Stop&lt;br /&gt;
|&amp;lt;code&amp;gt;void jumble.stop()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Stops the current column.&lt;br /&gt;
|-&lt;br /&gt;
|Arcade: Jumble Is Active&lt;br /&gt;
|&amp;lt;code&amp;gt;bool jumble.isActive()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if there is an active game of [[Arcade#Jumble|Jumble]] in the [[Arcade]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Move&lt;br /&gt;
|&amp;lt;code&amp;gt;void adventure.move(vector direction)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Moves the player in the direction of &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt; in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Wait&lt;br /&gt;
|&amp;lt;code&amp;gt;void adventure.wait()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Skips a turn in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Place Bomb&lt;br /&gt;
|&amp;lt;code&amp;gt;void adventure.placeBomb()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Places a Bomb at the Player location in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Buy Market Item&lt;br /&gt;
|&amp;lt;code&amp;gt;void adventure.buyMarketItem(string item)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Tries to buy &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; from the Market.&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Cast Spell&lt;br /&gt;
|&amp;lt;code&amp;gt;void adventure.useSpell(string spell)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Cast the &amp;lt;code&amp;gt;spell&amp;lt;/code&amp;gt; spell.&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Teleport&lt;br /&gt;
|&amp;lt;code&amp;gt;void adventure.teleport(vector room)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Teleport to room &amp;lt;code&amp;gt;room&amp;lt;/code&amp;gt;.&lt;br /&gt;
''Note: (0, 0) is bottom left, (127, 127) is the center and (255, 255) is top right.''&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Room Coordinates&lt;br /&gt;
|&amp;lt;code&amp;gt;vector adventure.roomCoords()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the coordinates of the current room in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Player Position&lt;br /&gt;
|&amp;lt;code&amp;gt;vector adventure.playerPos()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the player's current position in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
''Relative to the current room. (0, 0) is the bottom left corner, (18, 18) is the top right corner.''&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Hearts&lt;br /&gt;
|&amp;lt;code&amp;gt;int adventure.playerHealth()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the player's current Health in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Armor&lt;br /&gt;
|&amp;lt;code&amp;gt;int adventure.playerArmor()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the player's current Armor in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Swords&lt;br /&gt;
|&amp;lt;code&amp;gt;int adventure.playerAttack()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the player's current Swords in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Bombs&lt;br /&gt;
|&amp;lt;code&amp;gt;int adventure.bombs()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current amount of Bombs in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Count Entities&lt;br /&gt;
|&amp;lt;code&amp;gt;int adventure.countEntities(string type)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the amount of &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; on the current map.&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Emeralds&lt;br /&gt;
|&amp;lt;code&amp;gt;int adventure.emeralds()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current amount of Emeralds in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Golden Hearts&lt;br /&gt;
|&amp;lt;code&amp;gt;int adventure.goldenHearts()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current amount of Golden Hearts in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Keys&lt;br /&gt;
|&amp;lt;code&amp;gt;int adventure.keys()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current Key amount in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Mana&lt;br /&gt;
|&amp;lt;code&amp;gt;int adventure.mana()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current amount of Mana in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Mana Armor&lt;br /&gt;
|&amp;lt;code&amp;gt;int adventure.manaArmor()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current amount of Mana Armor in [[Arcade#Adventure|Adventure]].&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Has Phoenix Feather&lt;br /&gt;
|&amp;lt;code&amp;gt;bool hasPhoenixFeather()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if Phoenix Feather is available.&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Has Item&lt;br /&gt;
|&amp;lt;code&amp;gt;bool adventure.hasItem(string item)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if item &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt; is unlocked.&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Is Wall&lt;br /&gt;
|&amp;lt;code&amp;gt;bool adventure.isWall(vector position)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if tile in position is Wall.&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Is Bomb&lt;br /&gt;
|&amp;lt;code&amp;gt;bool adventure.isBomb(vector position)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if tile is Bomb.&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Is Enemy&lt;br /&gt;
|&amp;lt;code&amp;gt;bool adventure.isEnemy(vector position)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if tile has an Enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Is Room Completed&lt;br /&gt;
|&amp;lt;code&amp;gt;bool adventure.isCompleted(vector position)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the room at &amp;lt;code&amp;gt;position&amp;lt;/code&amp;gt; is completed. (Only works if the Map and the Compass are unlocked.)&lt;br /&gt;
|-&lt;br /&gt;
|Adventure: Get Entity Type&lt;br /&gt;
|&amp;lt;code&amp;gt;string adventure.entityType(vector position)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns rock, door, chest or an empty string for position &amp;lt;code&amp;gt;position&amp;lt;/code&amp;gt;.&lt;br /&gt;
''Can also return elite and mimic.''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Trading Post APIs&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Tradingpost: Refresh&lt;br /&gt;
|&amp;lt;code&amp;gt;void refresh()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Generates a new set of offers in the [[Trading Post]]. '''Requires a specific upgrade for the [[Trading Post]] later in the game in order to be used!'''&lt;br /&gt;
|-&lt;br /&gt;
|Tradingpost: Trade&lt;br /&gt;
|&amp;lt;code&amp;gt;void trade(int position, double percent)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Trades the offer at position &amp;lt;code&amp;gt;position&amp;lt;/code&amp;gt; in the list of offers (first offer is at position 0) using &amp;lt;code&amp;gt;percent&amp;lt;/code&amp;gt; (0.15 = 15%) of the available input resources.&lt;br /&gt;
|-&lt;br /&gt;
|Tradingpost: Offer Count&lt;br /&gt;
|&amp;lt;code&amp;gt;int offerCount()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the total amount of available offers in [[Trading Post]].&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Museum APIs&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Buy&lt;br /&gt;
|&amp;lt;code&amp;gt;void museum.buyTier(string element, int tier, int amount)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Buys a &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; Power Stone of tier &amp;lt;code&amp;gt;tier&amp;lt;/code&amp;gt; from the shop or market &amp;lt;code&amp;gt;amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Buy Range&lt;br /&gt;
|&amp;lt;code&amp;gt;void museum.buyRange(string element, int tierMin, int tierMax, int amount)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Buys a &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; Power Stone between tier &amp;lt;code&amp;gt;tierMin&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;tierMax&amp;lt;/code&amp;gt; from the shop or market &amp;lt;code&amp;gt;amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Combine&lt;br /&gt;
|&amp;lt;code&amp;gt;void combine(int tierMax)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Combine Power Stones with the usual combine rules up to Tier &amp;lt;code&amp;gt;tierMax&amp;lt;/code&amp;gt; (&amp;lt;1 means no limit).&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Transmute&lt;br /&gt;
|&amp;lt;code&amp;gt;void transmute()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Transmute Power Stones currently inside the Cubos Cube.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Move&lt;br /&gt;
|&amp;lt;code&amp;gt;void move(string from, int slot, string to)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Move a Power Stone from &amp;lt;code&amp;gt;from&amp;lt;/code&amp;gt; in slot &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;to&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Move Slot&lt;br /&gt;
|&amp;lt;code&amp;gt;void museum.moveTo(string from, int fromSlot, string to, int toSlot)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Move a Power Stone from &amp;lt;code&amp;gt;from&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;fromSlot&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;to&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;toSlot&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Swap&lt;br /&gt;
|&amp;lt;code&amp;gt;void museum.swap(string invA, int slotA, string invB, int slotB)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Swap the Power Stones in &amp;lt;code&amp;gt;invA&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;slotA&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;invB&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;slotB&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Sell&lt;br /&gt;
|&amp;lt;code&amp;gt;void delete(string inventory, int slot)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sell the Power Stone from &amp;lt;code&amp;gt;inventory&amp;lt;/code&amp;gt; in slot &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Sell All&lt;br /&gt;
|&amp;lt;code&amp;gt;void clear(string inventory)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sell all Power Stones from &amp;lt;code&amp;gt;inventory&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Set Preferred Tier&lt;br /&gt;
|&amp;lt;code&amp;gt;void museum.setPreferredTier(int tier)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the preferred market tier to &amp;lt;code&amp;gt;tier&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Set Preference&lt;br /&gt;
|&amp;lt;code&amp;gt;void museum.setPreference(string element, bool state)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Set the market preference for element &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; to state.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Market Refresh&lt;br /&gt;
|&amp;lt;code&amp;gt;void museum.refresh()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Refreshes Market Offers&lt;br /&gt;
''Requires an upgrade later in the game.''&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Buy Market&lt;br /&gt;
|&amp;lt;code&amp;gt;void museum.buyOffer(int slot, int amount)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Buy the Power Stone from market in slot &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;amount&amp;lt;/code&amp;gt; times.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Lock Market Slot&lt;br /&gt;
|&amp;lt;code&amp;gt;void museum.setSlotLocked(int slot, bool state)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Set the lock state of Market slot &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt; to state.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Rebuy&lt;br /&gt;
|&amp;lt;code&amp;gt;void museum.rebuy(int slot)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Rebuy the Power Stone from Trash slot &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Preference&lt;br /&gt;
|&amp;lt;code&amp;gt;bool museum.preference(string element)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the  current market preference for element &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Market Lock&lt;br /&gt;
|&amp;lt;code&amp;gt;bool museum.isSlotLocked(int slot)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the lock state of market slot &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Free Slots&lt;br /&gt;
|&amp;lt;code&amp;gt;int freeSlots(string inventory)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the free slots of &amp;lt;code&amp;gt;inventory&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Power Stone Tier&lt;br /&gt;
|&amp;lt;code&amp;gt;int tier(string inventory, int slot)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the tier of Power Stone in &amp;lt;code&amp;gt;inventory&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Preferred Tier&lt;br /&gt;
|&amp;lt;code&amp;gt;int museum.preferredTier()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the currently set preferred market tier.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Max Tier&lt;br /&gt;
|&amp;lt;code&amp;gt;int museum.maxTier(string element)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the max tier of element &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Market Tier&lt;br /&gt;
|&amp;lt;code&amp;gt;int museum.slotTier(int slot)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Get tier of market slot &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Trash Tier&lt;br /&gt;
|&amp;lt;code&amp;gt;int museum.trashTier(int slot)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Get tier of trash slot &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Market Timer&lt;br /&gt;
|&amp;lt;code&amp;gt;double museum.timer()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the current market time until the next refresh.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Power Stone Element&lt;br /&gt;
|&amp;lt;code&amp;gt;string element(string inventory, int slot)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Return the Power Stone element of &amp;lt;code&amp;gt;inventory&amp;lt;/code&amp;gt; slot &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Market Element&lt;br /&gt;
|&amp;lt;code&amp;gt;string museum.slotElement(int slot)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Get element of market slot &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Museum: Trash Element&lt;br /&gt;
|&amp;lt;code&amp;gt;string museum.trashElement(int slot)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Get element of trash slot &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Worker APIs&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Worker: Is Paused&lt;br /&gt;
|&amp;lt;code&amp;gt;bool worker.paused(string name)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the first Worker with the name &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; is paused. Also returns true if not Worker with the given name exists.&lt;br /&gt;
|-&lt;br /&gt;
|Worker: Group&lt;br /&gt;
|&amp;lt;code&amp;gt;int worker.group(int index)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the group of the Worker at index &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt; (0 is the first Worker in the list).&lt;br /&gt;
&lt;br /&gt;
''White = 0, red = 1, blue = 2, green = 3, yellow = 4, magenta = 5.''&lt;br /&gt;
|-&lt;br /&gt;
|Worker: Name&lt;br /&gt;
|&amp;lt;code&amp;gt;string worker.name(int index)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the name of the Worker at index &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt; (0 is the first Worker in the list).&lt;br /&gt;
|-&lt;br /&gt;
|Worker: Task ID&lt;br /&gt;
|&amp;lt;code&amp;gt;string worker.task(string name)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns the ID of the current task of the first Worker with the name &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;. Returns an empty string if no Worker with the given name exists or if there has been no task assigned.&lt;br /&gt;
|-&lt;br /&gt;
|Workers: Toggle Group&lt;br /&gt;
|&amp;lt;code&amp;gt;void worker.toggleGroup(int group)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Toggles the paused state of all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt;. (Click on the parameter to see which color belongs to which group id.) Colors: White (0), Red (1), Blue (2), Green(3), Yellow (4), Magenta (5)&lt;br /&gt;
|-&lt;br /&gt;
|Workers: Pause Group&lt;br /&gt;
|&amp;lt;code&amp;gt;void worker.pauseGroup(int group, bool paused)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the paused state of all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;. (Click on the parameter to see which color belongs to which group id.)&lt;br /&gt;
|-&lt;br /&gt;
|Workers: Toggle&lt;br /&gt;
|&amp;lt;code&amp;gt;void worker.toggleName(string name)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Toggles the paused state of all workers with name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Workers: Pause&lt;br /&gt;
|&amp;lt;code&amp;gt;void worker.pauseName(string name, bool paused)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the paused state of all workers with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;bool value&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Workers: Assign Group&lt;br /&gt;
|&amp;lt;code&amp;gt;void worker.assignGroup(string task, int subtask, int group)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Assigns the task with id &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; and optional parameter &amp;lt;code&amp;gt;int param&amp;lt;/code&amp;gt; (0 is the leftmost) to all workers in group &amp;lt;code&amp;gt;int group&amp;lt;/code&amp;gt;. (Click on the groups parameter to see which color belongs to which group.)&lt;br /&gt;
|-&lt;br /&gt;
|Workers: Assign&lt;br /&gt;
|&amp;lt;code&amp;gt;void worker.assignName(string task, int subtask, string name)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Assigns Task with ID &amp;lt;code&amp;gt;str id&amp;lt;/code&amp;gt; and optional parameter &amp;lt;code&amp;gt;int param&amp;lt;/code&amp;gt; (0 is the leftmost) to all workers with the name &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;. [[Workers#Worker_Taskid.27s|TaskIDs]]&lt;br /&gt;
|-&lt;br /&gt;
|Workers: Set Name&lt;br /&gt;
|&amp;lt;code&amp;gt;void worker.setName(int index, string name)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the name of the worker at index &amp;lt;code&amp;gt;int index&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;str name&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Worker: Set Group&lt;br /&gt;
|&amp;lt;code&amp;gt;void worker.setGroup(int index, int group)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the group of the worker at index &amp;lt;code&amp;gt;int index&amp;lt;/code&amp;gt; (0 is the first worker) to the group with id &amp;lt;code&amp;gt;int id&amp;lt;/code&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+User Interface APIs (requires boots.d0s)&lt;br /&gt;
!Name&lt;br /&gt;
!Function Signature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Canvas: Draw Rect&lt;br /&gt;
|&amp;lt;code&amp;gt;void canvas.rect(vector2 pos, vector2 size, string colour&amp;lt;/code&amp;gt;&lt;br /&gt;
|Draws a rectangle on the drawable canvas at location &amp;lt;code&amp;gt;pos&amp;lt;/code&amp;gt; with a size of &amp;lt;code&amp;gt;size&amp;lt;/code&amp;gt; and colored in &amp;lt;code&amp;gt;colour&amp;lt;/code&amp;gt;. (Accepts #RRGGBB and #RRGGBBAA as inputs for color.)&lt;br /&gt;
|-&lt;br /&gt;
|Canvas: Clear&lt;br /&gt;
|&amp;lt;code&amp;gt;void canvas.clear()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Clears the drawable canvas instantly.&lt;br /&gt;
|-&lt;br /&gt;
|Window: Create&lt;br /&gt;
|&amp;lt;code&amp;gt;void create(string windowId, string windowType)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Creates a window with the unique identifier &amp;lt;code&amp;gt;windowId&amp;lt;/code&amp;gt; (used to address the new instance) of type &amp;lt;code&amp;gt;windowType&amp;lt;/code&amp;gt; (window name inside windows list).&lt;br /&gt;
|-&lt;br /&gt;
|Window: Set Text&lt;br /&gt;
|&amp;lt;code&amp;gt;void text.set(string windowId, string textElementId, string value)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the content inside the window with the id &amp;lt;code&amp;gt;windowId&amp;lt;/code&amp;gt; of the text label with the id &amp;lt;code&amp;gt;textElementId&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;value&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Window: Set Sprite&lt;br /&gt;
|&amp;lt;code&amp;gt;void sprite.set(string windowId, string elementId, string spriteId)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the sprite inside the window with the id &amp;lt;code&amp;gt;windowId&amp;lt;/code&amp;gt; of the button/image with the id &amp;lt;code&amp;gt;elementId&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;spriteId&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Window: Is Visible&lt;br /&gt;
|&amp;lt;code&amp;gt;bool visibility.get(string windowID)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the window with ID &amp;lt;code&amp;gt;windowID&amp;lt;/code&amp;gt; is visible.&lt;br /&gt;
|-&lt;br /&gt;
|Window: Set Visibility&lt;br /&gt;
|&amp;lt;code&amp;gt;void visibility.set(string windowID, bool visible)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Set the window with id &amp;lt;code&amp;gt;windowID&amp;lt;/code&amp;gt; to visible if &amp;lt;code&amp;gt;visible&amp;lt;/code&amp;gt; is true. Otherwise it will be hidden.&lt;br /&gt;
|-&lt;br /&gt;
|Window: Is Child Visible&lt;br /&gt;
|&amp;lt;code&amp;gt;bool child.visibility.get(string windowID, string childElementID)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Returns true if the child of window &amp;lt;code&amp;gt;windowID&amp;lt;/code&amp;gt; with ID &amp;lt;code&amp;gt;childElementID&amp;lt;/code&amp;gt; is visible.&lt;br /&gt;
|-&lt;br /&gt;
|Window: Set Child Visibility&lt;br /&gt;
|&amp;lt;code&amp;gt;void child.visibility.set(string windowID, string childElementID, bool visible)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Set child of window with id &amp;lt;code&amp;gt;windowID&amp;lt;/code&amp;gt; with id &amp;lt;code&amp;gt;childElementID&amp;lt;/code&amp;gt; to visible if &amp;lt;code&amp;gt;visible&amp;lt;/code&amp;gt; is true. Otherwise window will be hidden.&lt;br /&gt;
|-&lt;br /&gt;
|Window: Set Position&lt;br /&gt;
|&amp;lt;code&amp;gt;void position.set(string windowId, vector2 position)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Changes the position of the window with id &amp;lt;code&amp;gt;windowId&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;position&amp;lt;/code&amp;gt; based on the anchor of its root element. Per default the anchor is set to the center of the window and 0,0 represents the center of the screen.&lt;br /&gt;
|-&lt;br /&gt;
|Window: Destroy&lt;br /&gt;
|&amp;lt;code&amp;gt;void destroy(string windowId)&amp;lt;/code&amp;gt;&lt;br /&gt;
|Destroys the window with the unique identifier &amp;lt;code&amp;gt;windowId&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Window: Destroy All&lt;br /&gt;
|&amp;lt;code&amp;gt;void destroy.all()&amp;lt;/code&amp;gt;&lt;br /&gt;
|Destroys all active windows.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ptmc2112</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Town_perks&amp;diff=4136</id>
		<title>Town perks</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Town_perks&amp;diff=4136"/>
		<updated>2026-05-15T01:29:32Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: Redirected page to Town Perks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Town Perks]]&lt;/div&gt;</summary>
		<author><name>Ptmc2112</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=4133</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=4133"/>
		<updated>2026-04-25T22:36:33Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: /* Order of Operation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=4|ConversionRate=25000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 4 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks [[#Lucky Wheel|Lucky Wheel]]&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks [[#Jumble|Jumble]]&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks [[#Adventure|Adventure]]&lt;br /&gt;
&lt;br /&gt;
Level 4 unlocks [[#Perfect Space|Perfect Space]]&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
[[File:ArcadeLuckyWheel.png|thumb]]&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Medium resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Large resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints||up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact||none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards||15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules||6 modules&lt;br /&gt;
|-&lt;br /&gt;
|Tokens||∞&lt;br /&gt;
|-&lt;br /&gt;
|Gems||∞&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Redirect]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
[[File:ArcadeJumble.png|thumb]]&lt;br /&gt;
Wager resources to match tiles in rows and earn rewards. The higher the wager, the higher the likelihood of reward tiles appearing.&lt;br /&gt;
&lt;br /&gt;
Jumble can be frustrating to many players because of the seeming randomness of the minigame. However there are a few factors that can make the gamble easier and less stressful.&lt;br /&gt;
&lt;br /&gt;
On starting a New Game, the board is covered by an orbiting circle of randomized icons that cycle through potential tiles. When the player clicks the 'stop' button the first time, the board will draw every 5th icon and place them from the bottom to the top in the left-most column. On the second click, it will draw every 4th icon, then 3rd, 2nd, and finally all 5 remaining tiles. This means that watching the last icon in the circle will reliably allow a player to place their desired tile on the top row of the board.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Ultimate|size=30px}} [[Modules#List_of_Modules|Void]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Fracture]]&lt;br /&gt;
*{{Module|Ultimate|size=30px}} [[Modules#List_of_Modules|Power of the Cat]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Neutral Response]]&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Reboot]]&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Armor(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
==== Hidden Stats ====&lt;br /&gt;
These stats are only shown once at least one has been obtained.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Emeralds''': Used to buy items from the Emerald Shop.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only with the Book of Spells relic:&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Mana Armor''': Acts as extra Hearts, capped to the amount of Armor.&lt;br /&gt;
&lt;br /&gt;
'''Mana''': Used to cast spells.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests from a certain distance or boughts from the emerald shop. Key items reset on death while relics are kept across runs.&lt;br /&gt;
&lt;br /&gt;
====Chest Items====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Minimum distance&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Type&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|Shows the current room and adjacent 8 rooms.&amp;lt;br /&amp;gt;Clicking the left arrow on the header shows the&amp;lt;br /&amp;gt;full map, with green indicating cleared rooms.&lt;br /&gt;
|10&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Emerald Map&lt;br /&gt;
|Increases the chance of finding emeralds.&lt;br /&gt;
|50&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|Points to the starting room.&lt;br /&gt;
|2&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Ultra Key&lt;br /&gt;
|Opening doors no longer spend keys.&lt;br /&gt;
|80(drops from enemies)&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Lantern&lt;br /&gt;
|Allows you to see in and not get damaged&amp;lt;br /&amp;gt;by darkness in distance 100+.&lt;br /&gt;
|95&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Boots of&lt;br /&gt;
Haste&lt;br /&gt;
|Makes moving faster. This reduces the time&amp;lt;br /&amp;gt;between actions, so it also makes it easier&amp;lt;br /&amp;gt;to double-move by accident.&lt;br /&gt;
|7&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Golden Heart&lt;br /&gt;
|Gives 1 extra heart from chests.&amp;lt;br /&amp;gt;Can be obtained multiple (up to 9) times.&lt;br /&gt;
|40, then 1 more every 20 distance&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Market&lt;br /&gt;
|Unlocks a market where some items&amp;lt;br /&amp;gt;can be bought with emeralds.&lt;br /&gt;
|10(very low droprate)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Google's&amp;lt;br /&amp;gt;Treasure Bag&lt;br /&gt;
|Increases the chance of finding tokens and skillpoints.&amp;lt;br /&amp;gt; It also increases the number of tokens.&lt;br /&gt;
|100(rare drop from mimics)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Master Sword&lt;br /&gt;
|Sets your damage to 99.&lt;br /&gt;
|Top-right corner (256, you get this&lt;br /&gt;
after clearing the monsters)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Master Armor&lt;br /&gt;
|Sets your armor to 99.&lt;br /&gt;
|Bottom-right corner (255, you get&lt;br /&gt;
this after clearing the monsters)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Emerald Shop Items====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Emerald&amp;lt;br /&amp;gt;Cost&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Type&lt;br /&gt;
|-&lt;br /&gt;
|EOD&amp;lt;br /&amp;gt;Armor&lt;br /&gt;
|Bombs no longer damage you.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Thorns&amp;lt;br /&amp;gt;Armor&lt;br /&gt;
|Deals 10% of incoming damage&amp;lt;br /&amp;gt;(rounded up) back to the attacker.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Boots of&amp;lt;br /&amp;gt;Phasing&lt;br /&gt;
|Allows you to walk through walls in cleared&amp;lt;br /&amp;gt;rooms. Cleared rooms are rooms with no&amp;lt;br /&amp;gt;chests and no enemies remaining.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Vampiric&amp;lt;br /&amp;gt;Blade&lt;br /&gt;
|Killing an enemy restores 1 heart.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Voidforged&amp;lt;br /&amp;gt;Impaler&lt;br /&gt;
|Deals additional 10% melee&amp;lt;br /&amp;gt;damage that ignores armor.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Mana&amp;lt;br /&amp;gt;Reaver&lt;br /&gt;
|Killing an enemy restores 1 mana.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Hammer&lt;br /&gt;
|Can be used to destroy rocks, as if they are doors.&lt;br /&gt;
|48&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Holy Bomb&lt;br /&gt;
|Bomb damage adjacent to bombs becomes full-strength&amp;lt;br /&amp;gt;instead of half-strength, and bombs have a 10%&amp;lt;br /&amp;gt;chance to not be consumed on use.&lt;br /&gt;
|99&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Book of&amp;lt;br /&amp;gt;Spells&lt;br /&gt;
|Unlocks spells and mana.&lt;br /&gt;
|99&lt;br /&gt;
|Relic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens. Cheats reset on death.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1||5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1||100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1||20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3||60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table||100||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
! Additional requirements&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Resources||23000 per color||2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Tokens||∞||1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Gems||100||10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Emeralds||3 (6)||20&lt;br /&gt;
| Getting more than 300 Emeralds total in a run requires the Emerald Map.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Skillpoints&lt;br /&gt;
| Group 1 || 200 || 5&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Skillpoints drop in groups of 200, the last one drops at distance 100&lt;br /&gt;
|-&lt;br /&gt;
| Group 2 || 200 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Group 3 || 200 || 35&lt;br /&gt;
|-&lt;br /&gt;
| Group 4 || 200 || 75&lt;br /&gt;
|-&lt;br /&gt;
| Group 5 || 200 || 100&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Artifact||1||25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Sword||varies||varies&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Armor||varies||varies&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Bombs||up to 99||2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cards(Not From This World)||6*5||10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cards(It's Dangerous to Go Alone)||6*5||20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Cards(The Mighty Five)&lt;br /&gt;
| Boss 1 || 6 || 10&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Defeated the relevant boss in the [[Statue of Cubos]] at least once&lt;br /&gt;
|-&lt;br /&gt;
| Boss 2 || 6 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Boss 3 || 6 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Boss 4 || 6 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Boss 5 || 6 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|2||0||2&lt;br /&gt;
|-&lt;br /&gt;
|3-4||0||7&lt;br /&gt;
|-&lt;br /&gt;
|5-9||1||7&lt;br /&gt;
|-&lt;br /&gt;
|10-14||7||10&lt;br /&gt;
|-&lt;br /&gt;
|15-39||15||17&lt;br /&gt;
|-&lt;br /&gt;
|40-99||30||39&lt;br /&gt;
|-&lt;br /&gt;
|100-129||40||50&lt;br /&gt;
|-&lt;br /&gt;
|130-159||50||50&lt;br /&gt;
|-&lt;br /&gt;
|160-255||50||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Enemy Stats====&lt;br /&gt;
'''Enemy Count''': &amp;lt;code&amp;gt;round(d*0.1+3)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Health''': &amp;lt;code&amp;gt;round(d*0.38+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Armor''': &amp;lt;code&amp;gt;round(d*0.08)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Attack''': &amp;lt;code&amp;gt;ceil(d*0.39), capped at 99&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All rounding would [https://en.wikipedia.org/wiki/Rounding#Rounding_half_to_even round half to even].&lt;br /&gt;
&lt;br /&gt;
====Order of Operation====&lt;br /&gt;
1. Player action&lt;br /&gt;
&lt;br /&gt;
This includes moving (&amp;lt;kbd&amp;gt;WASD&amp;lt;/kbd&amp;gt;), waiting (&amp;lt;kbd&amp;gt;Space&amp;lt;/kbd&amp;gt;) or placing bombs (&amp;lt;kbd&amp;gt;Q&amp;lt;/kbd&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.&lt;br /&gt;
&lt;br /&gt;
Moving outside a room would move the player to the next room, and respawn all enemies in the room.&lt;br /&gt;
&lt;br /&gt;
Moving towards a wall has no effect. Moving towards a rock has no effect, unless the player has the hammer, then the rock is destroyed.&lt;br /&gt;
&lt;br /&gt;
2. Bombs&lt;br /&gt;
&lt;br /&gt;
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.&lt;br /&gt;
&lt;br /&gt;
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.&lt;br /&gt;
&lt;br /&gt;
Explosion will also damage yourself without the Eod Armor, using the same formula.&lt;br /&gt;
&lt;br /&gt;
3. Enemy action&lt;br /&gt;
&lt;br /&gt;
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.&lt;br /&gt;
&lt;br /&gt;
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).&lt;br /&gt;
&lt;br /&gt;
====Maze Generation====&lt;br /&gt;
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms&lt;br /&gt;
&lt;br /&gt;
Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles.&lt;br /&gt;
&lt;br /&gt;
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles in a corner or split path whose Manhattan distance (ignores walls) to the nearest room door is no less than 5.&lt;br /&gt;
&lt;br /&gt;
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Rak's Curse]]&lt;br /&gt;
&lt;br /&gt;
==Perfect Space==&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
'''To access it: Upgrade the arcade in the construction firm to tier IV(4)'''&lt;br /&gt;
&lt;br /&gt;
(this section is mostly outdated because perfect space was reworked. please update this)&lt;br /&gt;
&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
Default keybinds:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; : Move Left or Right&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Space&amp;lt;/kbd&amp;gt; : Shoot/Fire (can be held down)&lt;br /&gt;
*&amp;lt;kbd&amp;gt;E&amp;lt;/kbd&amp;gt; : Toggle Autofire&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Q&amp;lt;/kbd&amp;gt; : Use Pilot Ability&lt;br /&gt;
*&amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt; : Use Ship Ability&lt;br /&gt;
*&amp;lt;kbd&amp;gt;S&amp;lt;/kbd&amp;gt; : Toggle Upgrade Menu&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Esc&amp;lt;/kbd&amp;gt; : Toggle Pause&lt;br /&gt;
&lt;br /&gt;
Keybinds may be changed via Settings &amp;gt; Controls &amp;gt; Arcade.&lt;br /&gt;
&lt;br /&gt;
===Spaceships===&lt;br /&gt;
[[File:PerfectSpaceShips.png|thumb]]&lt;br /&gt;
There are 3 different spaceships you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spaceship!!Unlock Condition!!Stats!!Ability!!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||N/A (Starter Ship)||{{Nowrap|HP &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}||Cloaking||Can't be targeted and receives less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Juggernaut||Beat Boss with Dragonfly, or unlock for 5000 Tokens||{{Nowrap|HP &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}||Impulse Engines||Movement speed and power are temporarily increased.&lt;br /&gt;
|-&lt;br /&gt;
|Reaper||Beat Boss with Juggernaut, or unlock for 5000 Tokens||{{Nowrap|HP &amp;amp;#9733;}}||Adaptive Armor||Armor and health regeneration are temporarily increased.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your choice of Spaceship influences your base stats, namely Hitpoints.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
For every Spaceship there are 3 unique weapons to choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spaceship!!Weapon!!Unlock Condition!!Type!!Stats!!Effect&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Dragonfly&lt;br /&gt;
|Railgun&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash devastating kinetic projectiles piercing through multiple targets and abosrbing health.&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Laser&lt;br /&gt;
|Beat Boss with Railgun, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|A rapid-firing energy weapon capable of absorbing energy and stunning enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|Beat Boss with Pulse Laser, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash explosive devastation with swift missiles, obliterating multiple targets.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Juggernaut&lt;br /&gt;
|Double Cannon&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Dual-wield high-velocity cannons for relentless piercing shots, capable of stunning enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Laser&lt;br /&gt;
|Beat Boss with Double Cannon, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733;}}&lt;br /&gt;
|Swift and focused beam of energy, delivering continuous damage that can absorb energy and has a chance to stun enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Drones&lt;br /&gt;
|Beat Boss with Laser, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Deploy autonomous drones aiding in combat with additional firepower and explosive abilities.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Reaper&lt;br /&gt;
|Gatling Gun&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash a relentless ball of piercing bullets with high rate of fire and a chance to multishot.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon&lt;br /&gt;
|Beat Boss with Gatling Gun, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Fire fast and powerful plasma projectiles, capable of absorbing energy and exploding on impact.&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Cannon&lt;br /&gt;
|Beat Boss with Plasma Cannon, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash electromagnetic projectiles, capable of piercing enemies and causing explosive devastation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your choice of Weapon influences both stats: Power, and Speed.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
[[File:PerfectSpacePilots.png|thumb]]&lt;br /&gt;
There are 3 different Pilots you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot!!Unlock Condition!!Weapon Passive!!Ability!!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Captain||N/A (Starter Pilot)||Bonus to Ballistic||Shotgun||Overloads and fires the ship's weapon in a half circle.&lt;br /&gt;
|-&lt;br /&gt;
|Mechanic||Beat Boss with Captain, or unlock for 10000 Tokens||Bonus to Energy||Shield||Creates a shield around the ship. (Absorbs damage)&lt;br /&gt;
|-&lt;br /&gt;
|Securbot||Beat Boss with Mechanic, or unlock for 10000 Tokens||Bonus to  Special||Overdrive||Increases ship's stats temporarily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You may use any Pilot with any Spaceship.&lt;br /&gt;
&lt;br /&gt;
===Upgrades=== &lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
The upgrades menu is split into 4 sections:&lt;br /&gt;
&lt;br /&gt;
*'''Ship''', which includes 5 upgrades.&lt;br /&gt;
*'''Pilot''' - 3 upgrades.&lt;br /&gt;
*'''Weapon''' - also 3 upgrades.&lt;br /&gt;
*'''Abilities''' - 5 upgrades, more about them below this section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Ship''' category consists of 3 upgrades which are the same for each ship, weapon and pilot combo:&lt;br /&gt;
&lt;br /&gt;
*'''Max. Health''' - Increases the ship's maximum hitpoints.&lt;br /&gt;
*'''Health Regeneration''' - Increases the ship's hitpoint regeneration.&lt;br /&gt;
*'''Mobility''' - Increases the ship's mobility.&lt;br /&gt;
&lt;br /&gt;
The other 2 upgrades depend on the ship:&lt;br /&gt;
&lt;br /&gt;
*For '''Dragonfly''' these upgrades are:&lt;br /&gt;
**'''Cloaking: Damage Reduction''' - Dragonfly takes less damage while cloaked.&lt;br /&gt;
**'''Cloaking: Duration''' - Increases Dragonfly's cloaking duration.&lt;br /&gt;
*For '''Juggernaut:'''&lt;br /&gt;
**'''Impulse Engines: Duration''' - Increases the duration of impulse engines.&lt;br /&gt;
**'''Impulse Engines: Cooldown''' - Reduces the cooldown of impulse engines.&lt;br /&gt;
*For '''Reaper:'''&lt;br /&gt;
**'''Adaptive Armor: Armor''' - Increases the armor received from adaptive armor.&lt;br /&gt;
**'''Adaptive Armor: Cooldown''' - Decreases the cooldown of adaptive armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades in the '''Pilot''' section depend only on what pilot you're using (obviously):&lt;br /&gt;
&lt;br /&gt;
*With '''Captain''' the upgrades are:&lt;br /&gt;
**'''Shotgun: Projectiles''' - Increases the amount of projectiles on use.&lt;br /&gt;
**'''Shotgun: Power''' - Increases power converted to shotgun power.&lt;br /&gt;
**'''Shotgun: Cooldown''' - Reduces the cooldown of shotgun.&lt;br /&gt;
*With '''Mechanic:'''&lt;br /&gt;
**'''Shield: Amount''' - Increases the shield's size.&lt;br /&gt;
**'''Shield: Armor''' - Increases the ship's armor for a few seconds after skill activation.&lt;br /&gt;
**'''Shield: Cooldown''' - Reduces the cooldown of shield.&lt;br /&gt;
*With '''Securbot:'''&lt;br /&gt;
**'''Overdrive: Offensive''' - Increases the boost of overdrive for offensive ship stats.&lt;br /&gt;
**'''Overdrive: Defensive''' - Increases the boost of overdrive for defensive ship stats.&lt;br /&gt;
**'''Overdrive: Cooldown''' - Reduces the cooldown of overdrive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades in the '''Weapon''' section depend on your selected weapon:&lt;br /&gt;
&lt;br /&gt;
*All weapons have a '''Power''' upgrade, which increases their damage.&lt;br /&gt;
*Per-weapon upgrades, besides '''Power:'''&lt;br /&gt;
**'''Railgun:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Pulse Laser:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Rocket Launcher:'''&lt;br /&gt;
***'''Explosion Damage''' - Increases how much power is converted to explosion damage.&lt;br /&gt;
***'''Ammunition Regeneration''' - Reduces the time needed to generate new ammunition.&lt;br /&gt;
**'''Double Cannon:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Laser:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Energy Consumption''' - Reduces the amount of energy needed to fire the weapon.&lt;br /&gt;
**'''Drones:'''&lt;br /&gt;
***'''Drone Regeneration''' - Increases how fast new drones are produced.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Gatling Gun:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Plasma Cannon:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Energy Regeneration Cooldown''' - Reduces the time needed before energy regeneration starts.&lt;br /&gt;
**'''Gauss Cannon:'''&lt;br /&gt;
***'''Ammunition+''' - Increases the maximum ammunition.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
&lt;br /&gt;
===Abilities=== &lt;br /&gt;
Abilities depend on (1) the spaceship you are using&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''Ship'''!!Level 25&amp;lt;br&amp;gt;Ability&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||Reactive&lt;br /&gt;
|-&lt;br /&gt;
|Juggernaut||Vampiric Maneuvers&lt;br /&gt;
|-&lt;br /&gt;
|Reaper||Distortion Field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(2) the pilot&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot!!Level 20&amp;lt;br /&amp;gt;Ability!!Level 30&amp;lt;br /&amp;gt; Ability&lt;br /&gt;
|-&lt;br /&gt;
|Captain||Shotgun: No Cooldown||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|Mechanic||Regenerative Hull||Electronics&lt;br /&gt;
|-&lt;br /&gt;
|Securbot||Overloaded||Engineering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
and (3) the type of weapon&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weapon!!Level 5&amp;lt;br /&amp;gt;Ability!!Level 10&amp;lt;br /&amp;gt;Ability!!Level 15&amp;lt;br /&amp;gt;Ability&lt;br /&gt;
|-&lt;br /&gt;
|Railgun (Dragonfly Ballistic)||Piercing||N/A||Kinetic Converter&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Laser (Dragonfly Energy)||Energy Siphon||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher (Dragonfly Special)||Free Ammunition||Volatile Payload||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Double Cannon (Juggernaut Ballistic)||Piercing||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Laser (Juggernaut Energy)||Energy Siphon||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Drones (Juggernaut Special)||N/A&lt;br /&gt;
|Explosive Drones||Rocket Drones&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Gun (Reaper Ballistic)||Piercing||N/A&lt;br /&gt;
|Multishot&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon (Reaper Energy)||Energy Siphon||Volatile Payload||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Cannon (Reaper Special)||Piercing||N/A&lt;br /&gt;
|Explosive Ammunition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to their strength it is recommended to unlock abilities as soon as unlocked.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Immolation]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Aura Enhancement]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Tactical Maneuver]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Defense Overload]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Cooling Cell]]&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Borf]]&lt;br /&gt;
*{{Module|Legendary|size=30px}} [[Modules#List_of_Modules|Daigoparry]]&lt;br /&gt;
&lt;br /&gt;
'''[[Modules#List_of_Modules|Daigoparry]] is an easter egg module and is not required in order to beat the game.''' &lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space without losing health(can lose shield).&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
Cards allow you to gain bonus skillpoints. Each tier gives 1,2,3,5,8,13 more Sp, for a total of 32(note that common gives 1 and divine gives 13 in the list to the left).&lt;br /&gt;
There are currently 55 unique cards, and 11 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five||Cylindro, Pyramidas, Cubos Jr., Dodecai, Boss 5||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power||Defensive, Offensive, Utility, Ultimate, Special||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins||Forest, Desert, Winter, Underground, Volcano||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench||High Mountain, Jungle, Metallic Ruins, Beach, Ocean||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World||Neutral, Dark Realm, Heaven, Universe, Chaos||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals||Fire, Water, Earth, Nature, Air||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy||Neutral, Light, Darkness, Electricity, Universal||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil||Tank, Archer, Wizard, Assassin, Boss||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone||Heart, Armor, Sword, Bomb, Boots||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|Fire Some Kinda Laser Thingie At Them||Dragonfly, Juggernaut, Reaper, Drone, Laser Shooter||Perfect Space&lt;br /&gt;
|-&lt;br /&gt;
|They're Not Your Crew Anymore||Captain, Mechanic, Securbot, Alien, Computer||Perfect Space&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
=Exotic skills=&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens''' ({{Number|15|icon=[[File:Exotic gem.png|20px]]}}) - Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''.&lt;br /&gt;
*'''Spiked Tokens''' ({{Number|25|icon=[[File:Exotic gem.png|20px]]}}) - Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output.&lt;br /&gt;
*'''Charged Tokens''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''.&lt;br /&gt;
&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>Ptmc2112</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=4132</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=4132"/>
		<updated>2026-04-25T22:36:09Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: /* Order of Operation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=4|ConversionRate=25000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 4 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks [[#Lucky Wheel|Lucky Wheel]]&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks [[#Jumble|Jumble]]&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks [[#Adventure|Adventure]]&lt;br /&gt;
&lt;br /&gt;
Level 4 unlocks [[#Perfect Space|Perfect Space]]&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
[[File:ArcadeLuckyWheel.png|thumb]]&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Medium resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Large resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints||up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact||none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards||15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules||6 modules&lt;br /&gt;
|-&lt;br /&gt;
|Tokens||∞&lt;br /&gt;
|-&lt;br /&gt;
|Gems||∞&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Redirect]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
[[File:ArcadeJumble.png|thumb]]&lt;br /&gt;
Wager resources to match tiles in rows and earn rewards. The higher the wager, the higher the likelihood of reward tiles appearing.&lt;br /&gt;
&lt;br /&gt;
Jumble can be frustrating to many players because of the seeming randomness of the minigame. However there are a few factors that can make the gamble easier and less stressful.&lt;br /&gt;
&lt;br /&gt;
On starting a New Game, the board is covered by an orbiting circle of randomized icons that cycle through potential tiles. When the player clicks the 'stop' button the first time, the board will draw every 5th icon and place them from the bottom to the top in the left-most column. On the second click, it will draw every 4th icon, then 3rd, 2nd, and finally all 5 remaining tiles. This means that watching the last icon in the circle will reliably allow a player to place their desired tile on the top row of the board.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Ultimate|size=30px}} [[Modules#List_of_Modules|Void]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Fracture]]&lt;br /&gt;
*{{Module|Ultimate|size=30px}} [[Modules#List_of_Modules|Power of the Cat]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Neutral Response]]&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Reboot]]&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Armor(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
==== Hidden Stats ====&lt;br /&gt;
These stats are only shown once at least one has been obtained.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Emeralds''': Used to buy items from the Emerald Shop.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only with the Book of Spells relic:&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Mana Armor''': Acts as extra Hearts, capped to the amount of Armor.&lt;br /&gt;
&lt;br /&gt;
'''Mana''': Used to cast spells.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests from a certain distance or boughts from the emerald shop. Key items reset on death while relics are kept across runs.&lt;br /&gt;
&lt;br /&gt;
====Chest Items====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Minimum distance&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Type&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|Shows the current room and adjacent 8 rooms.&amp;lt;br /&amp;gt;Clicking the left arrow on the header shows the&amp;lt;br /&amp;gt;full map, with green indicating cleared rooms.&lt;br /&gt;
|10&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Emerald Map&lt;br /&gt;
|Increases the chance of finding emeralds.&lt;br /&gt;
|50&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|Points to the starting room.&lt;br /&gt;
|2&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Ultra Key&lt;br /&gt;
|Opening doors no longer spend keys.&lt;br /&gt;
|80(drops from enemies)&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Lantern&lt;br /&gt;
|Allows you to see in and not get damaged&amp;lt;br /&amp;gt;by darkness in distance 100+.&lt;br /&gt;
|95&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Boots of&lt;br /&gt;
Haste&lt;br /&gt;
|Makes moving faster. This reduces the time&amp;lt;br /&amp;gt;between actions, so it also makes it easier&amp;lt;br /&amp;gt;to double-move by accident.&lt;br /&gt;
|7&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Golden Heart&lt;br /&gt;
|Gives 1 extra heart from chests.&amp;lt;br /&amp;gt;Can be obtained multiple (up to 9) times.&lt;br /&gt;
|40, then 1 more every 20 distance&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Market&lt;br /&gt;
|Unlocks a market where some items&amp;lt;br /&amp;gt;can be bought with emeralds.&lt;br /&gt;
|10(very low droprate)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Google's&amp;lt;br /&amp;gt;Treasure Bag&lt;br /&gt;
|Increases the chance of finding tokens and skillpoints.&amp;lt;br /&amp;gt; It also increases the number of tokens.&lt;br /&gt;
|100(rare drop from mimics)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Master Sword&lt;br /&gt;
|Sets your damage to 99.&lt;br /&gt;
|Top-right corner (256, you get this&lt;br /&gt;
after clearing the monsters)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Master Armor&lt;br /&gt;
|Sets your armor to 99.&lt;br /&gt;
|Bottom-right corner (255, you get&lt;br /&gt;
this after clearing the monsters)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Emerald Shop Items====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Emerald&amp;lt;br /&amp;gt;Cost&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Type&lt;br /&gt;
|-&lt;br /&gt;
|EOD&amp;lt;br /&amp;gt;Armor&lt;br /&gt;
|Bombs no longer damage you.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Thorns&amp;lt;br /&amp;gt;Armor&lt;br /&gt;
|Deals 10% of incoming damage&amp;lt;br /&amp;gt;(rounded up) back to the attacker.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Boots of&amp;lt;br /&amp;gt;Phasing&lt;br /&gt;
|Allows you to walk through walls in cleared&amp;lt;br /&amp;gt;rooms. Cleared rooms are rooms with no&amp;lt;br /&amp;gt;chests and no enemies remaining.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Vampiric&amp;lt;br /&amp;gt;Blade&lt;br /&gt;
|Killing an enemy restores 1 heart.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Voidforged&amp;lt;br /&amp;gt;Impaler&lt;br /&gt;
|Deals additional 10% melee&amp;lt;br /&amp;gt;damage that ignores armor.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Mana&amp;lt;br /&amp;gt;Reaver&lt;br /&gt;
|Killing an enemy restores 1 mana.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Hammer&lt;br /&gt;
|Can be used to destroy rocks, as if they are doors.&lt;br /&gt;
|48&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Holy Bomb&lt;br /&gt;
|Bomb damage adjacent to bombs becomes full-strength&amp;lt;br /&amp;gt;instead of half-strength, and bombs have a 10%&amp;lt;br /&amp;gt;chance to not be consumed on use.&lt;br /&gt;
|99&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Book of&amp;lt;br /&amp;gt;Spells&lt;br /&gt;
|Unlocks spells and mana.&lt;br /&gt;
|99&lt;br /&gt;
|Relic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens. Cheats reset on death.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1||5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1||100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1||20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3||60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table||100||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
! Additional requirements&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Resources||23000 per color||2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Tokens||∞||1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Gems||100||10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Emeralds||3 (6)||20&lt;br /&gt;
| Getting more than 300 Emeralds total in a run requires the Emerald Map.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Skillpoints&lt;br /&gt;
| Group 1 || 200 || 5&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Skillpoints drop in groups of 200, the last one drops at distance 100&lt;br /&gt;
|-&lt;br /&gt;
| Group 2 || 200 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Group 3 || 200 || 35&lt;br /&gt;
|-&lt;br /&gt;
| Group 4 || 200 || 75&lt;br /&gt;
|-&lt;br /&gt;
| Group 5 || 200 || 100&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Artifact||1||25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Sword||varies||varies&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Armor||varies||varies&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Bombs||up to 99||2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cards(Not From This World)||6*5||10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cards(It's Dangerous to Go Alone)||6*5||20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Cards(The Mighty Five)&lt;br /&gt;
| Boss 1 || 6 || 10&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Defeated the relevant boss in the [[Statue of Cubos]] at least once&lt;br /&gt;
|-&lt;br /&gt;
| Boss 2 || 6 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Boss 3 || 6 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Boss 4 || 6 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Boss 5 || 6 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|2||0||2&lt;br /&gt;
|-&lt;br /&gt;
|3-4||0||7&lt;br /&gt;
|-&lt;br /&gt;
|5-9||1||7&lt;br /&gt;
|-&lt;br /&gt;
|10-14||7||10&lt;br /&gt;
|-&lt;br /&gt;
|15-39||15||17&lt;br /&gt;
|-&lt;br /&gt;
|40-99||30||39&lt;br /&gt;
|-&lt;br /&gt;
|100-129||40||50&lt;br /&gt;
|-&lt;br /&gt;
|130-159||50||50&lt;br /&gt;
|-&lt;br /&gt;
|160-255||50||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Enemy Stats====&lt;br /&gt;
'''Enemy Count''': &amp;lt;code&amp;gt;round(d*0.1+3)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Health''': &amp;lt;code&amp;gt;round(d*0.38+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Armor''': &amp;lt;code&amp;gt;round(d*0.08)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Attack''': &amp;lt;code&amp;gt;ceil(d*0.39), capped at 99&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All rounding would [https://en.wikipedia.org/wiki/Rounding#Rounding_half_to_even round half to even].&lt;br /&gt;
&lt;br /&gt;
====Order of Operation====&lt;br /&gt;
1. Player action&lt;br /&gt;
&lt;br /&gt;
This includes moving (&amp;lt;kbd&amp;gt;WASD&amp;lt;/kbd&amp;gt;), waiting (&amp;lt;kbd&amp;gt;Space&amp;lt;/kbd&amp;gt;) or placing bombs (&amp;lt;kbd&amp;gt;Q&amp;lt;/kbd&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.&lt;br /&gt;
&lt;br /&gt;
Moving outside a room would move the player to the next room, and respawn all enemies in the room.&lt;br /&gt;
&lt;br /&gt;
Moving towards a wall has no effect. Moving towards a rock has no effect, unless the player has a hammer, then the rock is destroyed.&lt;br /&gt;
&lt;br /&gt;
2. Bombs&lt;br /&gt;
&lt;br /&gt;
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.&lt;br /&gt;
&lt;br /&gt;
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.&lt;br /&gt;
&lt;br /&gt;
Explosion will also damage yourself without the Eod Armor, using the same formula.&lt;br /&gt;
&lt;br /&gt;
3. Enemy action&lt;br /&gt;
&lt;br /&gt;
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.&lt;br /&gt;
&lt;br /&gt;
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).&lt;br /&gt;
&lt;br /&gt;
====Maze Generation====&lt;br /&gt;
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms&lt;br /&gt;
&lt;br /&gt;
Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles.&lt;br /&gt;
&lt;br /&gt;
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles in a corner or split path whose Manhattan distance (ignores walls) to the nearest room door is no less than 5.&lt;br /&gt;
&lt;br /&gt;
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Rak's Curse]]&lt;br /&gt;
&lt;br /&gt;
==Perfect Space==&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
'''To access it: Upgrade the arcade in the construction firm to tier IV(4)'''&lt;br /&gt;
&lt;br /&gt;
(this section is mostly outdated because perfect space was reworked. please update this)&lt;br /&gt;
&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
Default keybinds:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; : Move Left or Right&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Space&amp;lt;/kbd&amp;gt; : Shoot/Fire (can be held down)&lt;br /&gt;
*&amp;lt;kbd&amp;gt;E&amp;lt;/kbd&amp;gt; : Toggle Autofire&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Q&amp;lt;/kbd&amp;gt; : Use Pilot Ability&lt;br /&gt;
*&amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt; : Use Ship Ability&lt;br /&gt;
*&amp;lt;kbd&amp;gt;S&amp;lt;/kbd&amp;gt; : Toggle Upgrade Menu&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Esc&amp;lt;/kbd&amp;gt; : Toggle Pause&lt;br /&gt;
&lt;br /&gt;
Keybinds may be changed via Settings &amp;gt; Controls &amp;gt; Arcade.&lt;br /&gt;
&lt;br /&gt;
===Spaceships===&lt;br /&gt;
[[File:PerfectSpaceShips.png|thumb]]&lt;br /&gt;
There are 3 different spaceships you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spaceship!!Unlock Condition!!Stats!!Ability!!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||N/A (Starter Ship)||{{Nowrap|HP &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}||Cloaking||Can't be targeted and receives less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Juggernaut||Beat Boss with Dragonfly, or unlock for 5000 Tokens||{{Nowrap|HP &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}||Impulse Engines||Movement speed and power are temporarily increased.&lt;br /&gt;
|-&lt;br /&gt;
|Reaper||Beat Boss with Juggernaut, or unlock for 5000 Tokens||{{Nowrap|HP &amp;amp;#9733;}}||Adaptive Armor||Armor and health regeneration are temporarily increased.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your choice of Spaceship influences your base stats, namely Hitpoints.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
For every Spaceship there are 3 unique weapons to choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spaceship!!Weapon!!Unlock Condition!!Type!!Stats!!Effect&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Dragonfly&lt;br /&gt;
|Railgun&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash devastating kinetic projectiles piercing through multiple targets and abosrbing health.&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Laser&lt;br /&gt;
|Beat Boss with Railgun, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|A rapid-firing energy weapon capable of absorbing energy and stunning enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|Beat Boss with Pulse Laser, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash explosive devastation with swift missiles, obliterating multiple targets.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Juggernaut&lt;br /&gt;
|Double Cannon&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Dual-wield high-velocity cannons for relentless piercing shots, capable of stunning enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Laser&lt;br /&gt;
|Beat Boss with Double Cannon, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733;}}&lt;br /&gt;
|Swift and focused beam of energy, delivering continuous damage that can absorb energy and has a chance to stun enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Drones&lt;br /&gt;
|Beat Boss with Laser, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Deploy autonomous drones aiding in combat with additional firepower and explosive abilities.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Reaper&lt;br /&gt;
|Gatling Gun&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash a relentless ball of piercing bullets with high rate of fire and a chance to multishot.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon&lt;br /&gt;
|Beat Boss with Gatling Gun, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Fire fast and powerful plasma projectiles, capable of absorbing energy and exploding on impact.&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Cannon&lt;br /&gt;
|Beat Boss with Plasma Cannon, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash electromagnetic projectiles, capable of piercing enemies and causing explosive devastation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your choice of Weapon influences both stats: Power, and Speed.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
[[File:PerfectSpacePilots.png|thumb]]&lt;br /&gt;
There are 3 different Pilots you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot!!Unlock Condition!!Weapon Passive!!Ability!!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Captain||N/A (Starter Pilot)||Bonus to Ballistic||Shotgun||Overloads and fires the ship's weapon in a half circle.&lt;br /&gt;
|-&lt;br /&gt;
|Mechanic||Beat Boss with Captain, or unlock for 10000 Tokens||Bonus to Energy||Shield||Creates a shield around the ship. (Absorbs damage)&lt;br /&gt;
|-&lt;br /&gt;
|Securbot||Beat Boss with Mechanic, or unlock for 10000 Tokens||Bonus to  Special||Overdrive||Increases ship's stats temporarily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You may use any Pilot with any Spaceship.&lt;br /&gt;
&lt;br /&gt;
===Upgrades=== &lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
The upgrades menu is split into 4 sections:&lt;br /&gt;
&lt;br /&gt;
*'''Ship''', which includes 5 upgrades.&lt;br /&gt;
*'''Pilot''' - 3 upgrades.&lt;br /&gt;
*'''Weapon''' - also 3 upgrades.&lt;br /&gt;
*'''Abilities''' - 5 upgrades, more about them below this section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Ship''' category consists of 3 upgrades which are the same for each ship, weapon and pilot combo:&lt;br /&gt;
&lt;br /&gt;
*'''Max. Health''' - Increases the ship's maximum hitpoints.&lt;br /&gt;
*'''Health Regeneration''' - Increases the ship's hitpoint regeneration.&lt;br /&gt;
*'''Mobility''' - Increases the ship's mobility.&lt;br /&gt;
&lt;br /&gt;
The other 2 upgrades depend on the ship:&lt;br /&gt;
&lt;br /&gt;
*For '''Dragonfly''' these upgrades are:&lt;br /&gt;
**'''Cloaking: Damage Reduction''' - Dragonfly takes less damage while cloaked.&lt;br /&gt;
**'''Cloaking: Duration''' - Increases Dragonfly's cloaking duration.&lt;br /&gt;
*For '''Juggernaut:'''&lt;br /&gt;
**'''Impulse Engines: Duration''' - Increases the duration of impulse engines.&lt;br /&gt;
**'''Impulse Engines: Cooldown''' - Reduces the cooldown of impulse engines.&lt;br /&gt;
*For '''Reaper:'''&lt;br /&gt;
**'''Adaptive Armor: Armor''' - Increases the armor received from adaptive armor.&lt;br /&gt;
**'''Adaptive Armor: Cooldown''' - Decreases the cooldown of adaptive armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades in the '''Pilot''' section depend only on what pilot you're using (obviously):&lt;br /&gt;
&lt;br /&gt;
*With '''Captain''' the upgrades are:&lt;br /&gt;
**'''Shotgun: Projectiles''' - Increases the amount of projectiles on use.&lt;br /&gt;
**'''Shotgun: Power''' - Increases power converted to shotgun power.&lt;br /&gt;
**'''Shotgun: Cooldown''' - Reduces the cooldown of shotgun.&lt;br /&gt;
*With '''Mechanic:'''&lt;br /&gt;
**'''Shield: Amount''' - Increases the shield's size.&lt;br /&gt;
**'''Shield: Armor''' - Increases the ship's armor for a few seconds after skill activation.&lt;br /&gt;
**'''Shield: Cooldown''' - Reduces the cooldown of shield.&lt;br /&gt;
*With '''Securbot:'''&lt;br /&gt;
**'''Overdrive: Offensive''' - Increases the boost of overdrive for offensive ship stats.&lt;br /&gt;
**'''Overdrive: Defensive''' - Increases the boost of overdrive for defensive ship stats.&lt;br /&gt;
**'''Overdrive: Cooldown''' - Reduces the cooldown of overdrive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades in the '''Weapon''' section depend on your selected weapon:&lt;br /&gt;
&lt;br /&gt;
*All weapons have a '''Power''' upgrade, which increases their damage.&lt;br /&gt;
*Per-weapon upgrades, besides '''Power:'''&lt;br /&gt;
**'''Railgun:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Pulse Laser:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Rocket Launcher:'''&lt;br /&gt;
***'''Explosion Damage''' - Increases how much power is converted to explosion damage.&lt;br /&gt;
***'''Ammunition Regeneration''' - Reduces the time needed to generate new ammunition.&lt;br /&gt;
**'''Double Cannon:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Laser:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Energy Consumption''' - Reduces the amount of energy needed to fire the weapon.&lt;br /&gt;
**'''Drones:'''&lt;br /&gt;
***'''Drone Regeneration''' - Increases how fast new drones are produced.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Gatling Gun:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Plasma Cannon:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Energy Regeneration Cooldown''' - Reduces the time needed before energy regeneration starts.&lt;br /&gt;
**'''Gauss Cannon:'''&lt;br /&gt;
***'''Ammunition+''' - Increases the maximum ammunition.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
&lt;br /&gt;
===Abilities=== &lt;br /&gt;
Abilities depend on (1) the spaceship you are using&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''Ship'''!!Level 25&amp;lt;br&amp;gt;Ability&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||Reactive&lt;br /&gt;
|-&lt;br /&gt;
|Juggernaut||Vampiric Maneuvers&lt;br /&gt;
|-&lt;br /&gt;
|Reaper||Distortion Field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(2) the pilot&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot!!Level 20&amp;lt;br /&amp;gt;Ability!!Level 30&amp;lt;br /&amp;gt; Ability&lt;br /&gt;
|-&lt;br /&gt;
|Captain||Shotgun: No Cooldown||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|Mechanic||Regenerative Hull||Electronics&lt;br /&gt;
|-&lt;br /&gt;
|Securbot||Overloaded||Engineering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
and (3) the type of weapon&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weapon!!Level 5&amp;lt;br /&amp;gt;Ability!!Level 10&amp;lt;br /&amp;gt;Ability!!Level 15&amp;lt;br /&amp;gt;Ability&lt;br /&gt;
|-&lt;br /&gt;
|Railgun (Dragonfly Ballistic)||Piercing||N/A||Kinetic Converter&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Laser (Dragonfly Energy)||Energy Siphon||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher (Dragonfly Special)||Free Ammunition||Volatile Payload||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Double Cannon (Juggernaut Ballistic)||Piercing||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Laser (Juggernaut Energy)||Energy Siphon||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Drones (Juggernaut Special)||N/A&lt;br /&gt;
|Explosive Drones||Rocket Drones&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Gun (Reaper Ballistic)||Piercing||N/A&lt;br /&gt;
|Multishot&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon (Reaper Energy)||Energy Siphon||Volatile Payload||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Cannon (Reaper Special)||Piercing||N/A&lt;br /&gt;
|Explosive Ammunition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to their strength it is recommended to unlock abilities as soon as unlocked.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Immolation]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Aura Enhancement]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Tactical Maneuver]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Defense Overload]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Cooling Cell]]&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Borf]]&lt;br /&gt;
*{{Module|Legendary|size=30px}} [[Modules#List_of_Modules|Daigoparry]]&lt;br /&gt;
&lt;br /&gt;
'''[[Modules#List_of_Modules|Daigoparry]] is an easter egg module and is not required in order to beat the game.''' &lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space without losing health(can lose shield).&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
Cards allow you to gain bonus skillpoints. Each tier gives 1,2,3,5,8,13 more Sp, for a total of 32(note that common gives 1 and divine gives 13 in the list to the left).&lt;br /&gt;
There are currently 55 unique cards, and 11 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five||Cylindro, Pyramidas, Cubos Jr., Dodecai, Boss 5||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power||Defensive, Offensive, Utility, Ultimate, Special||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins||Forest, Desert, Winter, Underground, Volcano||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench||High Mountain, Jungle, Metallic Ruins, Beach, Ocean||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World||Neutral, Dark Realm, Heaven, Universe, Chaos||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals||Fire, Water, Earth, Nature, Air||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy||Neutral, Light, Darkness, Electricity, Universal||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil||Tank, Archer, Wizard, Assassin, Boss||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone||Heart, Armor, Sword, Bomb, Boots||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|Fire Some Kinda Laser Thingie At Them||Dragonfly, Juggernaut, Reaper, Drone, Laser Shooter||Perfect Space&lt;br /&gt;
|-&lt;br /&gt;
|They're Not Your Crew Anymore||Captain, Mechanic, Securbot, Alien, Computer||Perfect Space&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
=Exotic skills=&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens''' ({{Number|15|icon=[[File:Exotic gem.png|20px]]}}) - Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''.&lt;br /&gt;
*'''Spiked Tokens''' ({{Number|25|icon=[[File:Exotic gem.png|20px]]}}) - Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output.&lt;br /&gt;
*'''Charged Tokens''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''.&lt;br /&gt;
&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>Ptmc2112</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=4125</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=4125"/>
		<updated>2026-04-23T01:48:23Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: /* Base times for each recipe in seconds */ removed the 4 that was in a silver box, by replacing it with space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=10|ConversionRate=150|Image=Factory.png|Color=Red|ColorCode=red}}&lt;br /&gt;
[[File:Red resource.png|left]]&lt;br /&gt;
The '''Factory''' is a building where you make production modules. Production modules produce a specific amount of resources per second.&lt;br /&gt;
&lt;br /&gt;
To craft production modules you need to either purchase your materials or refine and combine your own with machinery.&lt;br /&gt;
&lt;br /&gt;
You need materials from the [[Mine]] in order to refine better materials.&lt;br /&gt;
[[File:Factory2.png|thumb|1. Crafting Grid   2. Inventory  3. Machines 4. Recipes  5. Production  6. Shop  7. Refining]]&lt;br /&gt;
[[File:Items.png|thumb|From left to right: Ingot, Plate, Circuit Plate, Screw/Bolt, Wire, Cable, Metal Bar/Rod, Circuit Wires, Pipe, Ring, Dust.]]&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrading the Factory does the following:&lt;br /&gt;
&lt;br /&gt;
*Increases the Inventory size by 12 slots.&lt;br /&gt;
*Increases the crafting grid size.&lt;br /&gt;
*Unlocks new recipes. The recipes that are unlocked will use the newly unlocked crafting grid slots.&lt;br /&gt;
&lt;br /&gt;
==Main Screen==&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Located on the bottom right. Things you buy and make can be placed here. You start with 24 slots at Factory T1. &lt;br /&gt;
&lt;br /&gt;
Click and drag the items to move them around, and into the crafting grid.&lt;br /&gt;
&lt;br /&gt;
Right click with an empty mouse picks up half of the selected item. Right click with a full mouse places down one of the held items, holding right click with a full mouse and dragging places one item on each tile you dragged the item on, assuming the tile was either empty or had the same item beforehand.&lt;br /&gt;
&lt;br /&gt;
Clicking on the trash bin with an item on your cursor will delete that item. There's also a keybind (unset by default) that does the same thing.&lt;br /&gt;
&lt;br /&gt;
===Crafting Grid===&lt;br /&gt;
Located on the left of the factory screen&lt;br /&gt;
&lt;br /&gt;
You can display recipes here from the recipes list. Items needed are represented by transparent icons, you can fill them in by dragging the items in from your inventory. If you got the Auto-Fill skill, you can press the Auto-fill button to automatically place items of the selected recipe into the crafting grid, if you have them in your Inventory. If you don't, then the game will point out the missing parts.&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
Machines are used to process items into different items, which can find them in the recipe list. &lt;br /&gt;
&lt;br /&gt;
When a machine is producing, right clicking the machine removes one of the items, and shift right clicking removes all items at once from the machine. &lt;br /&gt;
&lt;br /&gt;
Speed is calculated by this formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;(Base x 2^(Machine_Tier-1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With &amp;lt;code&amp;gt;Base&amp;lt;/code&amp;gt; being the processing speed of that specific item.&lt;br /&gt;
&lt;br /&gt;
====Speed Boost Per Machine Tier====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Tier&lt;br /&gt;
!Boost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1x&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2x&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|4x&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|8x&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|16x&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|32x&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|64x&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|128x&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|256x&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|512x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Base times for each recipe in seconds====&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible collapsed&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Machine!! rowspan=&amp;quot;2&amp;quot; |Recipe!! rowspan=&amp;quot;2&amp;quot; |Ingredients!! rowspan=&amp;quot;2&amp;quot; |Outputs!! rowspan=&amp;quot;2&amp;quot; |Base Duration Formula!! colspan=&amp;quot;10&amp;quot; |Base Duration per Item Tier (t)&lt;br /&gt;
|-&lt;br /&gt;
|T1||T2||T3||T4||T5||T6||T7||T8||T9||T10&lt;br /&gt;
|-&lt;br /&gt;
!Cutter&lt;br /&gt;
|Screw||Rod||4||t||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Crusher&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Dust||Ore||2||2t-1||1||3||5||7||9||11||13||15||17||19&lt;br /&gt;
|-&lt;br /&gt;
|Ingot||1||0.5t+0.25||0.75||1.25||1.75||2.25||2.75||3.25||3.75||4.25||4.75||5.25&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Dust||Rainbow Ingot||1|| style=&amp;quot;background-color: silver;&amp;quot; | ||150|| colspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: silver;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Oven&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Ingot||Ore||1||1.25t+0.25||1.5||2.75||4||5.25||6.5||7.75||9||10.25||11.5||12.75&lt;br /&gt;
|-&lt;br /&gt;
|Dust||1||1.25t+0.25||1.5||2.75||4||5.25||6.5||7.75||9||10.25||11.5||12.75&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Ingot||Rainbow Dust||1|| style=&amp;quot;background-color: silver;&amp;quot; | ||300|| colspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: silver;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; |Presser&lt;br /&gt;
|Rubber Plate||Rubber||1|| style=&amp;quot;background-color: silver;&amp;quot; | ||3|| colspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: silver;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|Plate||Ingot||1||t+1||2||3||4||5||6||7||8||9||10||11&lt;br /&gt;
|-&lt;br /&gt;
|Dense Plate||Stacked Plate||1||3t||3||6||9||12||15||18||21||24||27||30&lt;br /&gt;
|-&lt;br /&gt;
|Rainbow Plate||Rainbow Ingot||1|| style=&amp;quot;background-color: silver;&amp;quot; | ||300|| colspan=&amp;quot;9&amp;quot; style=&amp;quot;background-color: silver;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Mixer&lt;br /&gt;
|Dust||Ore Lump||2||2t||2||4||6||8||10||12||14||16||18|| style=&amp;quot;background-color: silver;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Assembler&lt;br /&gt;
|Circuit||Cable||1||2.5t+5.5||8||10.5||13||15.5||18||20.5||23||25.5||28||30.5&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Boiler&lt;br /&gt;
|Dense Block||Block||1||50t||50||100||150||200||250||300||350||400||450||500&lt;br /&gt;
|-&lt;br /&gt;
|Dust (Downtier)||Dust||4||2(t+1)|| style=&amp;quot;background-color: silver;&amp;quot; | ||6||8||10||12||14||16||18||20||22&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Shaper&lt;br /&gt;
|Rod||Ingot||2||t||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
|Ring||Rod||1||1.5(t+1)||3||4.5||6||7.5||9||10.5||12||13.5||15||16.5&lt;br /&gt;
|-&lt;br /&gt;
|Pipe||Plate||1||5(t+1)||10||15||20||25||30||35||40||45||50||55&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; |Refinery&lt;br /&gt;
|Cable||Ingot||2||t||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
|Wire||Cable||1||t||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
|Circuit Plate||Plate||1||3t||3||6||9||12||15||18||21||24||27||30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Oven===&lt;br /&gt;
The oven is used to turn ore and dust into ingots.&lt;br /&gt;
&lt;br /&gt;
Note: It is not advised to turn ore directly into ingots, and instead crush it first into dust as this doubles your ingot output per ore.&lt;br /&gt;
&lt;br /&gt;
===Assembly===&lt;br /&gt;
The assembly is used to turn cables into circuit wires.&lt;br /&gt;
&lt;br /&gt;
===Refiner===&lt;br /&gt;
The refiner is used to turn ingots into cables, cables into wires, and plates into circuit plates.&lt;br /&gt;
&lt;br /&gt;
===Crusher===&lt;br /&gt;
The crusher is used to turn ingots and ore into dust.&lt;br /&gt;
&lt;br /&gt;
===Cutter===&lt;br /&gt;
The cutter is used to turn metal rods into bolts.&lt;br /&gt;
&lt;br /&gt;
===Presser===&lt;br /&gt;
The presser is used to turn rubber balls and ingots into plates, and stacked plates into dense plates.&lt;br /&gt;
&lt;br /&gt;
===Mixer===&lt;br /&gt;
The mixer is used to turn ore lumps into dust.&lt;br /&gt;
&lt;br /&gt;
This allows you to combine lower tier dusts into a higher tier at a 1:8 ratio, or at a 1:4 ratio if the player has the Chemical Lumps [[Exotic Skills|Exotic Skill]].&lt;br /&gt;
&lt;br /&gt;
===Belt===&lt;br /&gt;
Belts do not make any items, instead they double your shard refining speed.&lt;br /&gt;
&lt;br /&gt;
===Shaper===&lt;br /&gt;
The shaper turns ingots into metal rods, metal rods into nuts, and plates into pipes.&lt;br /&gt;
&lt;br /&gt;
===Boiler===&lt;br /&gt;
The boiler turns blocks into dense blocks, and can also revert dust into a previous tier at a 1:4 ratio.&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
{{Main|Factory/Recipes}}&lt;br /&gt;
The recipe tab is where you find all the machines, producers, and items you can't make with machines.&lt;br /&gt;
&lt;br /&gt;
Clicking the cross-hair icon of a recipe adds transparent items onto the crafting grid as a guide for you to fill out, or press the auto-fill button to have it put the materials in for you.&lt;br /&gt;
&lt;br /&gt;
==Producers==&lt;br /&gt;
The producer tab is where you install your producers. &lt;br /&gt;
&lt;br /&gt;
Producers make various resources at a specific rate, and will keep producing even while offline. Producer income is multiplied by both with [[Trading Post]] bonus &amp;quot;Production Bonus Resources&amp;quot; and by the [[Power Plant]] Factory boost. The former will be factored in to the rate shown in the tab, but the latter will not, since it speeds up time itself.&lt;br /&gt;
&lt;br /&gt;
Producers are a valuable source of resources throughout the game.&lt;br /&gt;
&lt;br /&gt;
All of the following values are in resources/sec.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
!Type!!T1 [[File:Producer T1.png|frameless]]!!T2 [[File:Producer T2.png|frameless]]!!T3 [[File:Producer T3.png|frameless]]!!T4 [[File:Producer T4.png|frameless]]!!T5 [[File:Producer T5.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:White resource.png|40px|link=Town|Town resource]] [[Town]]&lt;br /&gt;
|4&lt;br /&gt;
|300&lt;br /&gt;
|3e5&lt;br /&gt;
|2.5e12&lt;br /&gt;
|1e20&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Yellow resource.png|40px|link=Power Plant|Power Plant resource]] [[Power Plant]]&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |0.5&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |30&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |2.75e4&lt;br /&gt;
|1.5625e10&lt;br /&gt;
|1.25e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Orange resource.png|40px|link=Mine|Mine resource]] [[Mine]]&lt;br /&gt;
|1.04167e11&lt;br /&gt;
|8.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Red resource.png|40px|link=Factory|Factory resource]] [[Factory]]&lt;br /&gt;
|8.3333e10&lt;br /&gt;
|6.6667e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Purple resource.png|40px|link=Headquarters|Headquarters resource]] [[Headquarters]]&lt;br /&gt;
|1.6667e10&lt;br /&gt;
|1.3333e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Pink resource.png|40px|link=Resources|Arcade resource]] [[Arcade]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Green resource.png|40px|link=Resources|Laboratory resource]] [[Laboratory]]&lt;br /&gt;
|3.125e10&lt;br /&gt;
|2.5e18&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Cyan resource.png|40px|link=Shipyard|Shipyard resource]] [[Shipyard]]&lt;br /&gt;
|1.25e8&lt;br /&gt;
|1e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lightblue resource.png|40px|link=Trading Post|Trading Post resource]] [[Trading Post]]&lt;br /&gt;
|2.0833e9&lt;br /&gt;
|1.6667e17&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Blue resource.png|40px|link=Workshop|Workshop resource]] [[Workshop]]&lt;br /&gt;
|2.5e11&lt;br /&gt;
|2e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Grey resource.png|40px|link=Museum|Museum resource]] [[Museum]]&lt;br /&gt;
|2.8333e8&lt;br /&gt;
|2.2222e16&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brown resource.png|40px|link=Construction Firm|Construction Firm resource]] [[Construction Firm]]&lt;br /&gt;
|2.0833e11&lt;br /&gt;
|1.6667e19&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Black resource.png|40px|link=Statue of Cubos|Statue of Cubos resource]] [[Statue of Cubos]]&lt;br /&gt;
|5e7&lt;br /&gt;
|4e15&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Gem.png|40px|link=Gems|Gems]] [[Gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |1000&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Exotic gem.png|40px|link=Exotic gems|Exotic gems]] [[Exotic gems]]&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |0.001&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
The shop is where you can buy materials and items with red cubes, without having to make them.&lt;br /&gt;
&lt;br /&gt;
The items in the shop however have a stock limit, that replenishes over time when not capped. Shift clicking buys five at a time, and right clicking buys the entire stock at once.&lt;br /&gt;
&lt;br /&gt;
==Refining==&lt;br /&gt;
[[File:Factory Refining Efficiency.png|thumb|Chart showing the gains in efficiency as you refine more shards, particularly at Tier breakpoints.]]&lt;br /&gt;
&lt;br /&gt;
The refining tab is where you refine shards dug up from [[Mine|the mine]] into ores. To refine, you must select which shards will participate (generally, you want all of them) and their proportion (equal splits equally, while relative splits according to how many shards you have).&lt;br /&gt;
&lt;br /&gt;
This allows you to get higher tier items than can be found in the shop. In order to refine a particular tier of ore, you must refine with &amp;lt;b&amp;gt;at least&amp;lt;/b&amp;gt; that many different shard types, &amp;lt;b&amp;gt;and&amp;lt;/b&amp;gt; the total size of the refine must exceed a certain &amp;quot;breakpoint&amp;quot; threshold. It is generally suggested to not refine larger than the threshold for a given tier, because it just wastes time and shards (see chart). The breakpoints are as follows (round up to the nearest integer, the fractions are for data completeness):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Size&lt;br /&gt;
|-&lt;br /&gt;
|T1||12.5&lt;br /&gt;
|-&lt;br /&gt;
|T2||164.157987753&lt;br /&gt;
|-&lt;br /&gt;
|T3||981.805656071&lt;br /&gt;
|-&lt;br /&gt;
|T4||5223.76200109&lt;br /&gt;
|-&lt;br /&gt;
|T5||26919.6914918&lt;br /&gt;
|-&lt;br /&gt;
|T6||137812.5&lt;br /&gt;
|-&lt;br /&gt;
|T7||707792.640311&lt;br /&gt;
|-&lt;br /&gt;
|T8||3662530.24793&lt;br /&gt;
|-&lt;br /&gt;
|T9||19131554.9974&lt;br /&gt;
|-&lt;br /&gt;
|T10||100964071.569&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The belt is very important in reducing the time it takes to refine material. It is &amp;lt;i&amp;gt;much&amp;lt;/i&amp;gt; faster to refine only what is needed to build the next level belt, start a new refine for one tier higher, and repeat, than it is to go straight for T10 ore with a low-level belt.&lt;br /&gt;
&lt;br /&gt;
It takes 5 seconds to refine 1 shard without any belt, skills, or other effects (reduced to 2 seconds if you have the relevant skill). To calculate the total time to refine including all those effects, see https://www.desmos.com/calculator/oaqwluawpe.&lt;br /&gt;
&lt;br /&gt;
==Second Floor==&lt;br /&gt;
{{Spoiler hatnote}}&lt;br /&gt;
&lt;br /&gt;
For more information on the second floor head to [[Specializations#Factory: Crafter and Fabricator|Factory Floor 2]]&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Faster Machines''' - Increases the production speed of all machines by 50%.&lt;br /&gt;
*'''Full Capacity''' - Increases the resource production by 2% for each unique item type inside the production grid.&lt;br /&gt;
*'''Infinite Rubber''' - Doubles the stock limit of all shop items and halves the refill time. Also the refill time of rubber changes to 0.1 sec. per item.&lt;br /&gt;
*'''Auto-Fill''' - Allows you to automatically fill the contents of the crafting grid with the requirements of the selected recipe.&lt;br /&gt;
*'''More Ores''' - Doubles ore output from shard refining.&lt;br /&gt;
*'''Advanced Refining''' - Reduces the basic refining time per shard from 5 seconds to 2 seconds.&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Machine Handling''' ({{Number|5|icon=[[File:Exotic gem.png|20px]]}}) - Allows you to pick up machines from their machine slot via right click and place them back via left click.&lt;br /&gt;
*'''Chemical Lumps''' ({{Number|60|icon=[[File:Exotic gem.png|20px]]}}) - Changes the recipe for ore lumps to only use 4 dust of the previous tier.&lt;br /&gt;
*'''Battle Producers''' ({{Number|25|icon=[[File:Exotic gem.png|20px]]}}) - Increases the production of all producers by 1% for each second that passes during an active tower run. Resets upon quitting or restarting. Does not affect exotic producers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings|state=expanded}}&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ptmc2112</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Recipes&amp;diff=4119</id>
		<title>Recipes</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Recipes&amp;diff=4119"/>
		<updated>2026-04-21T02:59:18Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: Redirected page to Factory/Recipes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Factory/Recipes]]&lt;/div&gt;</summary>
		<author><name>Ptmc2112</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Ai&amp;diff=4055</id>
		<title>Ai</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Ai&amp;diff=4055"/>
		<updated>2026-04-04T01:42:31Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: Redirected page to AI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[AI]]&lt;/div&gt;</summary>
		<author><name>Ptmc2112</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Fire_sword_studios&amp;diff=4047</id>
		<title>Fire sword studios</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Fire_sword_studios&amp;diff=4047"/>
		<updated>2026-03-29T10:31:34Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: Redirected page to Fire Sword Studios&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT  [[Fire Sword Studios]]&lt;/div&gt;</summary>
		<author><name>Ptmc2112</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_testing&amp;diff=4046</id>
		<title>Tower testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_testing&amp;diff=4046"/>
		<updated>2026-03-28T18:27:48Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: Redirected page to Tower Testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tower Testing]]&lt;/div&gt;</summary>
		<author><name>Ptmc2112</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Military_tier&amp;diff=4045</id>
		<title>Military tier</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Military_tier&amp;diff=4045"/>
		<updated>2026-03-28T03:18:27Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: created as a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Military Tier]]&lt;/div&gt;</summary>
		<author><name>Ptmc2112</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=4027</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=4027"/>
		<updated>2026-03-20T15:35:59Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: /* Enemy Stats */ fixed the link, so it goes to the proper subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=4|ConversionRate=25000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
[[File: Pink resource.png|left]]&lt;br /&gt;
The '''Arcade''' is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
=Upgrades=&lt;br /&gt;
The Arcade has 4 levels, each unlocking a new minigame as follows:&lt;br /&gt;
&lt;br /&gt;
Level 1 unlocks [[#Lucky Wheel|Lucky Wheel]]&lt;br /&gt;
&lt;br /&gt;
Level 2 unlocks [[#Jumble|Jumble]]&lt;br /&gt;
&lt;br /&gt;
Level 3 unlocks [[#Adventure|Adventure]]&lt;br /&gt;
&lt;br /&gt;
Level 4 unlocks [[#Perfect Space|Perfect Space]]&lt;br /&gt;
&lt;br /&gt;
=Games=&lt;br /&gt;
&lt;br /&gt;
==Lucky Wheel==&lt;br /&gt;
[[File:ArcadeLuckyWheel.png|thumb]]&lt;br /&gt;
Spin a wheel to receive whatever it lands on!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Reward type!!Reward amount&lt;br /&gt;
|-&lt;br /&gt;
|Small resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Medium resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Large resources||∞&lt;br /&gt;
|-&lt;br /&gt;
|Skillpoints||up to 100&lt;br /&gt;
|-&lt;br /&gt;
|Artifact||none can be earned for now&lt;br /&gt;
|-&lt;br /&gt;
|Cards||15 cards, 6 tiers of each&lt;br /&gt;
|-&lt;br /&gt;
|Modules||6 modules&lt;br /&gt;
|-&lt;br /&gt;
|Tokens||∞&lt;br /&gt;
|-&lt;br /&gt;
|Gems||∞&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Refined Armor]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Energy Recycling]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Strike Back]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Desperado]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Death Wish]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Redirect]]&lt;br /&gt;
&lt;br /&gt;
==Jumble==&lt;br /&gt;
[[File:ArcadeJumble.png|thumb]]&lt;br /&gt;
Wager resources to match tiles in rows and earn rewards. The higher the wager, the higher the likelihood of reward tiles appearing.&lt;br /&gt;
&lt;br /&gt;
Jumble can be frustrating to many players because of the seeming randomness of the minigame. However there are a few factors that can make the gamble easier and less stressful.&lt;br /&gt;
&lt;br /&gt;
On starting a New Game, the board is covered by an orbiting circle of randomized icons that cycle through potential tiles. When the player clicks the 'stop' button the first time, the board will draw every 5th icon and place them from the bottom to the top in the left-most column. On the second click, it will draw every 4th icon, then 3rd, 2nd, and finally all 5 remaining tiles. This means that watching the last icon in the circle will reliably allow a player to place their desired tile on the top row of the board.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Ultimate|size=30px}} [[Modules#List_of_Modules|Void]]&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Fracture]]&lt;br /&gt;
*{{Module|Ultimate|size=30px}} [[Modules#List_of_Modules|Power of the Cat]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Neutral Response]]&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Reboot]]&lt;br /&gt;
&lt;br /&gt;
==Adventure==&lt;br /&gt;
[[File:ArcadeAdventure.png|thumb]]&lt;br /&gt;
Explore in a randomly generated 256x256 dungeon, killing enemies and opening chests for rewards.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
'''Heart(HP)''': Your health. If it reaches 0, you die and have to start a new game.&lt;br /&gt;
&lt;br /&gt;
'''Sword(Attack)''': Base damage done per attack.&lt;br /&gt;
&lt;br /&gt;
'''Armor(Defense)''': Reduces damage taken when being attacked.&lt;br /&gt;
&lt;br /&gt;
'''Key''': Used for opening gates.&lt;br /&gt;
&lt;br /&gt;
'''Bomb''': Can be placed to deal damage or break rocks. Explodes in 3 turns.&lt;br /&gt;
&lt;br /&gt;
==== Hidden Stats ====&lt;br /&gt;
These stats are only shown once at least one has been obtained.&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Emeralds''': Used to buy items from the Emerald Shop.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only with the Book of Spells relic:&lt;br /&gt;
&amp;lt;spoiler&amp;gt;&lt;br /&gt;
'''Mana Armor''': Acts as extra Hearts, capped to the amount of Armor.&lt;br /&gt;
&lt;br /&gt;
'''Mana''': Used to cast spells.&lt;br /&gt;
&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Items are found in chests from a certain distance or boughts from the emerald shop. Key items reset on death while relics are kept across runs.&lt;br /&gt;
&lt;br /&gt;
====Chest Items====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Minimum distance&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Type&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|Shows the current room and adjacent 8 rooms.&amp;lt;br /&amp;gt;Clicking the left arrow on the header shows the&amp;lt;br /&amp;gt;full map, with green indicating cleared rooms.&lt;br /&gt;
|10&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Emerald Map&lt;br /&gt;
|Increases the chance of finding emeralds.&lt;br /&gt;
|50&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Compass&lt;br /&gt;
|Points to the starting room.&lt;br /&gt;
|2&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Ultra Key&lt;br /&gt;
|Opening doors no longer spend keys.&lt;br /&gt;
|80(drops from enemies)&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Lantern&lt;br /&gt;
|Allows you to see in and not get damaged&amp;lt;br /&amp;gt;by darkness in distance 100+.&lt;br /&gt;
|95&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Boots of&lt;br /&gt;
Haste&lt;br /&gt;
|Makes moving faster. This reduces the time&amp;lt;br /&amp;gt;between actions, so it also makes it easier&amp;lt;br /&amp;gt;to double-move by accident.&lt;br /&gt;
|7&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Golden Heart&lt;br /&gt;
|Gives 1 extra heart from chests.&amp;lt;br /&amp;gt;Can be obtained multiple times.&lt;br /&gt;
|40, then 1 more every 20 distance&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Market&lt;br /&gt;
|Unlocks a market where some items&amp;lt;br /&amp;gt;can be bought with emeralds.&lt;br /&gt;
|10(very low droprate)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Google's&amp;lt;br /&amp;gt;Treasure Bag&lt;br /&gt;
|Increases the chance of finding tokens and skillpoints.&amp;lt;br /&amp;gt; It also increases the number of tokens.&lt;br /&gt;
|100(rare drop from mimics)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Master Sword&lt;br /&gt;
|Sets your damage to 99.&lt;br /&gt;
|Top-right corner (256, you get this&lt;br /&gt;
after clearing the monsters)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|Master Armor&lt;br /&gt;
|Sets your armor to 99.&lt;br /&gt;
|Bottom-right corner (255, you get&lt;br /&gt;
this after clearing the monsters)&lt;br /&gt;
|Relic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Emerald Shop Items====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Name&lt;br /&gt;
!Effect&lt;br /&gt;
!Emerald&amp;lt;br /&amp;gt;Cost&lt;br /&gt;
!Item&amp;lt;br /&amp;gt;Type&lt;br /&gt;
|-&lt;br /&gt;
|EOD&amp;lt;br /&amp;gt;Armor&lt;br /&gt;
|Bombs no longer damage you.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Thorns&amp;lt;br /&amp;gt;Armor&lt;br /&gt;
|Deals 10% of incoming damage&amp;lt;br /&amp;gt;(rounded up) back to the attacker.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Boots of&amp;lt;br /&amp;gt;Phasing&lt;br /&gt;
|Allows you to walk through walls in cleared&amp;lt;br /&amp;gt;rooms. Cleared rooms are rooms with no&amp;lt;br /&amp;gt;chests and no enemies remaining.&lt;br /&gt;
|21&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Vampiric&amp;lt;br /&amp;gt;Blade&lt;br /&gt;
|Killing an enemy restores 1 heart.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Voidforged&amp;lt;br /&amp;gt;Impaler&lt;br /&gt;
|Deals additional 10% melee&amp;lt;br /&amp;gt;damage that ignores armor.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Mana&amp;lt;br /&amp;gt;Reaver&lt;br /&gt;
|Killing an enemy restores 1 mana.&lt;br /&gt;
|39&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Hammer&lt;br /&gt;
|Can be used to destroy rocks, as if they are doors.&lt;br /&gt;
|48&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Holy Bomb&lt;br /&gt;
|Bomb damage adjacent to bombs becomes full-strength&amp;lt;br /&amp;gt;instead of half-strength, and bombs have a 10%&amp;lt;br /&amp;gt;chance to not be consumed on use.&lt;br /&gt;
|99&lt;br /&gt;
|Key item&lt;br /&gt;
|-&lt;br /&gt;
|Book of&amp;lt;br /&amp;gt;Spells&lt;br /&gt;
|Unlocks spells and mana.&lt;br /&gt;
|99&lt;br /&gt;
|Relic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Cheats===&lt;br /&gt;
Where you can increase your stats and unlock QoL features with arcade tokens. Cheats reset on death.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name!!Cost!!Limit&lt;br /&gt;
|-&lt;br /&gt;
|Hearts +1||5 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Armor +1||100 * 3.5&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||50&lt;br /&gt;
|-&lt;br /&gt;
|Key +1||20 * 1.2&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Bombs +3||60 * 1.4&amp;lt;sup&amp;gt;lvl&amp;lt;/sup&amp;gt;||99&lt;br /&gt;
|-&lt;br /&gt;
|Loot Table||100||1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rewards===&lt;br /&gt;
You can see a list of rewards possible in the Loot Table tab, once unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Reward type!!Reward amount!!Min. distance to drop&lt;br /&gt;
! Additional requirements&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Resources||23000 per color||2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Tokens||∞||1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Gems||100||10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Emeralds||3 (6)||20&lt;br /&gt;
| Getting more than 300 Emeralds total in a run requires the Emerald Map.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Skillpoints&lt;br /&gt;
| Group 1 || 200 || 5&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Skillpoints drop in groups of 200, the last one drops at distance 100&lt;br /&gt;
|-&lt;br /&gt;
| Group 2 || 200 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Group 3 || 200 || 35&lt;br /&gt;
|-&lt;br /&gt;
| Group 4 || 200 || 75&lt;br /&gt;
|-&lt;br /&gt;
| Group 5 || 200 || 100&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Artifact||1||25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Sword||varies||varies&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Armor||varies||varies&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Bombs||up to 99||2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cards(Not From This World)||6*5||10&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cards(It's Dangerous to Go Alone)||6*5||20&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Cards(The Mighty Five)&lt;br /&gt;
| Boss 1 || 6 || 10&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Defeated the relevant boss in the [[Statue of Cubos]] at least once&lt;br /&gt;
|-&lt;br /&gt;
| Boss 2 || 6 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Boss 3 || 6 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Boss 4 || 6 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Boss 5 || 6 || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Also, a card that hasn't been dropped ever will have its drop chance increased.&lt;br /&gt;
&lt;br /&gt;
Here is a list of max armor/sword obtainable from a certain distance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Distance!!Max. Armor!!Max Sword&lt;br /&gt;
|-&lt;br /&gt;
|2||0||2&lt;br /&gt;
|-&lt;br /&gt;
|3-4||0||7&lt;br /&gt;
|-&lt;br /&gt;
|5-9||1||7&lt;br /&gt;
|-&lt;br /&gt;
|10-14||7||10&lt;br /&gt;
|-&lt;br /&gt;
|15-39||15||17&lt;br /&gt;
|-&lt;br /&gt;
|40-99||30||39&lt;br /&gt;
|-&lt;br /&gt;
|100-129||40||50&lt;br /&gt;
|-&lt;br /&gt;
|130-159||50||50&lt;br /&gt;
|-&lt;br /&gt;
|160-255||50||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Technical===&lt;br /&gt;
====Enemy Stats====&lt;br /&gt;
'''Enemy Count''': &amp;lt;code&amp;gt;round(d*0.1+3)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Health''': &amp;lt;code&amp;gt;round(d*0.38+1)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Armor''': &amp;lt;code&amp;gt;round(d*0.08)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Enemy Attack''': &amp;lt;code&amp;gt;ceil(d*0.39), capped at 99&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All rounding would [https://en.wikipedia.org/wiki/Rounding#Rounding_half_to_even round half to even].&lt;br /&gt;
&lt;br /&gt;
====Order of Operation====&lt;br /&gt;
1. Player action&lt;br /&gt;
&lt;br /&gt;
This includes moving (&amp;lt;kbd&amp;gt;WASD&amp;lt;/kbd&amp;gt;), waiting (&amp;lt;kbd&amp;gt;Space&amp;lt;/kbd&amp;gt;) or placing bombs (&amp;lt;kbd&amp;gt;Q&amp;lt;/kbd&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy/gate would not move the player, instead the player would attack enemy/open the gate.&lt;br /&gt;
&lt;br /&gt;
Moving outside a room would move the player to the next room, and respawn all enemies in the room.&lt;br /&gt;
&lt;br /&gt;
Moving towards a wall/rock has no effect.&lt;br /&gt;
&lt;br /&gt;
2. Bombs&lt;br /&gt;
&lt;br /&gt;
All bombs will have their explosion cooldown reduced by 1, and if it reach 0, the bomb explodes.&lt;br /&gt;
&lt;br /&gt;
Explosion will deal [dmg] damage to the enemy on it, and [dmg]*(2/3) damage to the enemies on adjacent 4 tiles, where [dmg] is your damage. This ignores armor.&lt;br /&gt;
&lt;br /&gt;
Explosion will also damage yourself without the Eod Armor, using the same formula.&lt;br /&gt;
&lt;br /&gt;
3. Enemy action&lt;br /&gt;
&lt;br /&gt;
All enemies will try to move towards you following the shortest path, and enemies adjacent to you will attack you.&lt;br /&gt;
&lt;br /&gt;
Enemies won't stack, so if an enemy try to move to a tile already with an enemy, nothing will happen.&lt;br /&gt;
&lt;br /&gt;
Enemy moving order is (probably) based on the order they are spawned(and effectively a random order).&lt;br /&gt;
&lt;br /&gt;
====Maze Generation====&lt;br /&gt;
The game first set all primary tiles(tiles with both coordinate even when using the center as the origin) to empty tiles. Room doors(the midpoint of each edge) is also set to empty to provide a way to enter new rooms&lt;br /&gt;
&lt;br /&gt;
Then, the game uses the [https://en.wikipedia.org/wiki/Maze_generation_algorithm recursive backtracker algorithm] to generate the maze of the primary tiles.&lt;br /&gt;
&lt;br /&gt;
Finally, the game spawn chests and enemies. Chests may spawn on any primary tile that's next to three walls(aka on dead ends), and a gate/rock may spawn next to it. Enemies can spawn on any primary tiles whose Manhattan distance(ignores walls) to the nearest room door is no less than 5.&lt;br /&gt;
&lt;br /&gt;
Note that due to order of operation, enemies will move right after you enter a new room and spawn them.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Rak's Curse]]&lt;br /&gt;
&lt;br /&gt;
==Perfect Space==&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
'''To access it: Upgrade the arcade in the construction firm to tier IV(4)'''&lt;br /&gt;
&lt;br /&gt;
(this section is mostly outdated because perfect space was reworked. please update this)&lt;br /&gt;
&lt;br /&gt;
A space shooter game, where shooting asteroids and enemies increases score and grants experience.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
Default keybinds:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;kbd&amp;gt;A&amp;lt;/kbd&amp;gt; or &amp;lt;kbd&amp;gt;D&amp;lt;/kbd&amp;gt; : Move Left or Right&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Space&amp;lt;/kbd&amp;gt; : Shoot/Fire (can be held down)&lt;br /&gt;
*&amp;lt;kbd&amp;gt;E&amp;lt;/kbd&amp;gt; : Toggle Autofire&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Q&amp;lt;/kbd&amp;gt; : Use Pilot Ability&lt;br /&gt;
*&amp;lt;kbd&amp;gt;W&amp;lt;/kbd&amp;gt; : Use Ship Ability&lt;br /&gt;
*&amp;lt;kbd&amp;gt;S&amp;lt;/kbd&amp;gt; : Toggle Upgrade Menu&lt;br /&gt;
*&amp;lt;kbd&amp;gt;Esc&amp;lt;/kbd&amp;gt; : Toggle Pause&lt;br /&gt;
&lt;br /&gt;
Keybinds may be changed via Settings &amp;gt; Controls &amp;gt; Arcade.&lt;br /&gt;
&lt;br /&gt;
===Spaceships===&lt;br /&gt;
[[File:PerfectSpaceShips.png|thumb]]&lt;br /&gt;
There are 3 different spaceships you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spaceship!!Unlock Condition!!Stats!!Ability!!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||N/A (Starter Ship)||{{Nowrap|HP &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}||Cloaking||Can't be targeted and receives less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Juggernaut||Beat Boss with Dragonfly, or unlock for 5000 Tokens||{{Nowrap|HP &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}||Impulse Engines||Movement speed and power are temporarily increased.&lt;br /&gt;
|-&lt;br /&gt;
|Reaper||Beat Boss with Juggernaut, or unlock for 5000 Tokens||{{Nowrap|HP &amp;amp;#9733;}}||Adaptive Armor||Armor and health regeneration are temporarily increased.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your choice of Spaceship influences your base stats, namely Hitpoints.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
For every Spaceship there are 3 unique weapons to choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Spaceship!!Weapon!!Unlock Condition!!Type!!Stats!!Effect&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Dragonfly&lt;br /&gt;
|Railgun&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash devastating kinetic projectiles piercing through multiple targets and abosrbing health.&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Laser&lt;br /&gt;
|Beat Boss with Railgun, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|A rapid-firing energy weapon capable of absorbing energy and stunning enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher&lt;br /&gt;
|Beat Boss with Pulse Laser, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash explosive devastation with swift missiles, obliterating multiple targets.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Juggernaut&lt;br /&gt;
|Double Cannon&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Dual-wield high-velocity cannons for relentless piercing shots, capable of stunning enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Laser&lt;br /&gt;
|Beat Boss with Double Cannon, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733;}}&lt;br /&gt;
|Swift and focused beam of energy, delivering continuous damage that can absorb energy and has a chance to stun enemies.&lt;br /&gt;
|-&lt;br /&gt;
|Drones&lt;br /&gt;
|Beat Boss with Laser, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Deploy autonomous drones aiding in combat with additional firepower and explosive abilities.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Reaper&lt;br /&gt;
|Gatling Gun&lt;br /&gt;
|N/A (Starter Weapon)&lt;br /&gt;
|Ballistic&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash a relentless ball of piercing bullets with high rate of fire and a chance to multishot.&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon&lt;br /&gt;
|Beat Boss with Gatling Gun, or unlock for 10000 Tokens&lt;br /&gt;
|Energy&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Fire fast and powerful plasma projectiles, capable of absorbing energy and exploding on impact.&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Cannon&lt;br /&gt;
|Beat Boss with Plasma Cannon, or unlock for 20000 Tokens&lt;br /&gt;
|Special&lt;br /&gt;
|{{Nowrap|POW &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&amp;lt;br /&amp;gt;{{Nowrap|SPD &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733; &amp;amp;#9733;}}&lt;br /&gt;
|Unleash electromagnetic projectiles, capable of piercing enemies and causing explosive devastation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Your choice of Weapon influences both stats: Power, and Speed.&lt;br /&gt;
&lt;br /&gt;
===Pilots===&lt;br /&gt;
[[File:PerfectSpacePilots.png|thumb]]&lt;br /&gt;
There are 3 different Pilots you can choose from:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot!!Unlock Condition!!Weapon Passive!!Ability!!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Captain||N/A (Starter Pilot)||Bonus to Ballistic||Shotgun||Overloads and fires the ship's weapon in a half circle.&lt;br /&gt;
|-&lt;br /&gt;
|Mechanic||Beat Boss with Captain, or unlock for 10000 Tokens||Bonus to Energy||Shield||Creates a shield around the ship. (Absorbs damage)&lt;br /&gt;
|-&lt;br /&gt;
|Securbot||Beat Boss with Mechanic, or unlock for 10000 Tokens||Bonus to  Special||Overdrive||Increases ship's stats temporarily.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You may use any Pilot with any Spaceship.&lt;br /&gt;
&lt;br /&gt;
===Upgrades=== &lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
The upgrades menu is split into 4 sections:&lt;br /&gt;
&lt;br /&gt;
*'''Ship''', which includes 5 upgrades.&lt;br /&gt;
*'''Pilot''' - 3 upgrades.&lt;br /&gt;
*'''Weapon''' - also 3 upgrades.&lt;br /&gt;
*'''Abilities''' - 5 upgrades, more about them below this section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Ship''' category consists of 3 upgrades which are the same for each ship, weapon and pilot combo:&lt;br /&gt;
&lt;br /&gt;
*'''Max. Health''' - Increases the ship's maximum hitpoints.&lt;br /&gt;
*'''Health Regeneration''' - Increases the ship's hitpoint regeneration.&lt;br /&gt;
*'''Mobility''' - Increases the ship's mobility.&lt;br /&gt;
&lt;br /&gt;
The other 2 upgrades depend on the ship:&lt;br /&gt;
&lt;br /&gt;
*For '''Dragonfly''' these upgrades are:&lt;br /&gt;
**'''Cloaking: Damage Reduction''' - Dragonfly takes less damage while cloaked.&lt;br /&gt;
**'''Cloaking: Duration''' - Increases Dragonfly's cloaking duration.&lt;br /&gt;
*For '''Juggernaut:'''&lt;br /&gt;
**'''Impulse Engines: Duration''' - Increases the duration of impulse engines.&lt;br /&gt;
**'''Impulse Engines: Cooldown''' - Reduces the cooldown of impulse engines.&lt;br /&gt;
*For '''Reaper:'''&lt;br /&gt;
**'''Adaptive Armor: Armor''' - Increases the armor received from adaptive armor.&lt;br /&gt;
**'''Adaptive Armor: Cooldown''' - Decreases the cooldown of adaptive armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades in the '''Pilot''' section depend only on what pilot you're using (obviously):&lt;br /&gt;
&lt;br /&gt;
*With '''Captain''' the upgrades are:&lt;br /&gt;
**'''Shotgun: Projectiles''' - Increases the amount of projectiles on use.&lt;br /&gt;
**'''Shotgun: Power''' - Increases power converted to shotgun power.&lt;br /&gt;
**'''Shotgun: Cooldown''' - Reduces the cooldown of shotgun.&lt;br /&gt;
*With '''Mechanic:'''&lt;br /&gt;
**'''Shield: Amount''' - Increases the shield's size.&lt;br /&gt;
**'''Shield: Armor''' - Increases the ship's armor for a few seconds after skill activation.&lt;br /&gt;
**'''Shield: Cooldown''' - Reduces the cooldown of shield.&lt;br /&gt;
*With '''Securbot:'''&lt;br /&gt;
**'''Overdrive: Offensive''' - Increases the boost of overdrive for offensive ship stats.&lt;br /&gt;
**'''Overdrive: Defensive''' - Increases the boost of overdrive for defensive ship stats.&lt;br /&gt;
**'''Overdrive: Cooldown''' - Reduces the cooldown of overdrive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrades in the '''Weapon''' section depend on your selected weapon:&lt;br /&gt;
&lt;br /&gt;
*All weapons have a '''Power''' upgrade, which increases their damage.&lt;br /&gt;
*Per-weapon upgrades, besides '''Power:'''&lt;br /&gt;
**'''Railgun:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Pulse Laser:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Rocket Launcher:'''&lt;br /&gt;
***'''Explosion Damage''' - Increases how much power is converted to explosion damage.&lt;br /&gt;
***'''Ammunition Regeneration''' - Reduces the time needed to generate new ammunition.&lt;br /&gt;
**'''Double Cannon:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Laser:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Energy Consumption''' - Reduces the amount of energy needed to fire the weapon.&lt;br /&gt;
**'''Drones:'''&lt;br /&gt;
***'''Drone Regeneration''' - Increases how fast new drones are produced.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Gatling Gun:'''&lt;br /&gt;
***'''Projectile Size''' - Increases the projectiles' size.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
**'''Plasma Cannon:'''&lt;br /&gt;
***'''Energy Regeneration''' - Increases the weapon's energy regeneration.&lt;br /&gt;
***'''Energy Regeneration Cooldown''' - Reduces the time needed before energy regeneration starts.&lt;br /&gt;
**'''Gauss Cannon:'''&lt;br /&gt;
***'''Ammunition+''' - Increases the maximum ammunition.&lt;br /&gt;
***'''Weapon Cooldown''' - Decreases weapon fire cooldown.&lt;br /&gt;
&lt;br /&gt;
===Abilities=== &lt;br /&gt;
Abilities depend on (1) the spaceship you are using&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''Ship'''!!Level 25&amp;lt;br&amp;gt;Ability&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||Reactive&lt;br /&gt;
|-&lt;br /&gt;
|Juggernaut||Vampiric Maneuvers&lt;br /&gt;
|-&lt;br /&gt;
|Reaper||Distortion Field&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(2) the pilot&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot!!Level 20&amp;lt;br /&amp;gt;Ability!!Level 30&amp;lt;br /&amp;gt; Ability&lt;br /&gt;
|-&lt;br /&gt;
|Captain||Shotgun: No Cooldown||Marksmanship&lt;br /&gt;
|-&lt;br /&gt;
|Mechanic||Regenerative Hull||Electronics&lt;br /&gt;
|-&lt;br /&gt;
|Securbot||Overloaded||Engineering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
and (3) the type of weapon&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weapon!!Level 5&amp;lt;br /&amp;gt;Ability!!Level 10&amp;lt;br /&amp;gt;Ability!!Level 15&amp;lt;br /&amp;gt;Ability&lt;br /&gt;
|-&lt;br /&gt;
|Railgun (Dragonfly Ballistic)||Piercing||N/A||Kinetic Converter&lt;br /&gt;
|-&lt;br /&gt;
|Pulse Laser (Dragonfly Energy)||Energy Siphon||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher (Dragonfly Special)||Free Ammunition||Volatile Payload||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Double Cannon (Juggernaut Ballistic)||Piercing||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Laser (Juggernaut Energy)||Energy Siphon||Stun Chance||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Drones (Juggernaut Special)||N/A&lt;br /&gt;
|Explosive Drones||Rocket Drones&lt;br /&gt;
|-&lt;br /&gt;
|Gatling Gun (Reaper Ballistic)||Piercing||N/A&lt;br /&gt;
|Multishot&lt;br /&gt;
|-&lt;br /&gt;
|Plasma Cannon (Reaper Energy)||Energy Siphon||Volatile Payload||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Gauss Cannon (Reaper Special)||Piercing||N/A&lt;br /&gt;
|Explosive Ammunition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to their strength it is recommended to unlock abilities as soon as unlocked.&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
&lt;br /&gt;
*{{Module|Offensive|size=30px}} [[Modules#List_of_Modules|Immolation]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Aura Enhancement]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Tactical Maneuver]]&lt;br /&gt;
*{{Module|Defensive|size=30px}} [[Modules#List_of_Modules|Defense Overload]]&lt;br /&gt;
*{{Module|Utility|size=30px}} [[Modules#List_of_Modules|Cooling Cell]]&lt;br /&gt;
*{{Module|Special|size=30px}} [[Modules#List_of_Modules|Borf]]&lt;br /&gt;
*{{Module|Legendary|size=30px}} [[Modules#List_of_Modules|Daigoparry]]&lt;br /&gt;
&lt;br /&gt;
'''[[Modules#List_of_Modules|Daigoparry]] is an easter egg module and is not required in order to beat the game.''' &lt;br /&gt;
&amp;lt;spoiler&amp;gt;Requires beating Perfect Space without losing health(can lose shield).&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Cards=&lt;br /&gt;
Cards allow you to gain bonus skillpoints. Each tier gives 1,2,3,5,8,13 more Sp, for a total of 32(note that common gives 1 and divine gives 13 in the list to the left).&lt;br /&gt;
There are currently 55 unique cards, and 11 categories they are displayed in, each with 6 tiers (common, uncommon, rare, epic, legendary, divine).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Card category!!Cards in category!!Where to find them&lt;br /&gt;
|-&lt;br /&gt;
|The Mighty Five||Cylindro, Pyramidas, Cubos Jr., Dodecai, Boss 5||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Source Of Power||Defensive, Offensive, Utility, Ultimate, Special||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|The Journey Begins||Forest, Desert, Winter, Underground, Volcano||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|Highest Peak To Deepest Trench||High Mountain, Jungle, Metallic Ruins, Beach, Ocean||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Not From This World||Neutral, Dark Realm, Heaven, Universe, Chaos||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|The Fundamentals||Fire, Water, Earth, Nature, Air||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Alchemy||Neutral, Light, Darkness, Electricity, Universal||Jumble&lt;br /&gt;
|-&lt;br /&gt;
|Shapes Of Evil||Tank, Archer, Wizard, Assassin, Boss||Lucky Wheel&lt;br /&gt;
|-&lt;br /&gt;
|It's Dangerous To Go Alone||Heart, Armor, Sword, Bomb, Boots||Adventure&lt;br /&gt;
|-&lt;br /&gt;
|Fire Some Kinda Laser Thingie At Them||Dragonfly, Juggernaut, Reaper, Drone, Laser Shooter||Perfect Space&lt;br /&gt;
|-&lt;br /&gt;
|They're Not Your Crew Anymore||Captain, Mechanic, Securbot, Alien, Computer||Perfect Space&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
{{See also|Skills (Upgrade)}}&lt;br /&gt;
&lt;br /&gt;
*'''Gambler's Luck''' - Raises the chance to revive '''unique rewards'''.&lt;br /&gt;
*'''Foretelling''' - Raises the '''luck factor''' for all minigames to the power of '''1.1'''.&lt;br /&gt;
*'''Determination''' - Increase the '''luck factor''' in '''Adventure''' based on '''rooms cleared''' and '''distance''' to the starting room.&lt;br /&gt;
*'''Extended Possibilities''' - Adds the top and the bottom rows of '''Jumble''' to the rows that are checked for potential reward combinations.&lt;br /&gt;
*'''Fate Forging''' - Unlocks the ability to '''manually refresh the rewards''' of the '''Lucky Wheel'''&lt;br /&gt;
*'''High Stakes''' - increases the amount of '''tokens''' gained from minigames.&lt;br /&gt;
&lt;br /&gt;
=Exotic skills=&lt;br /&gt;
{{See also|Exotic Skills}}&lt;br /&gt;
&lt;br /&gt;
*'''Metallic Tokens''' ({{Number|15|icon=[[File:Exotic gem.png|20px]]}}) - Increases your tower's '''armor''' and '''elemental armor''' by using the metallic properties of your '''tokens'''.&lt;br /&gt;
*'''Spiked Tokens''' ({{Number|25|icon=[[File:Exotic gem.png|20px]]}}) - Enhances the projectiles of your tower with pointy '''tokens''' which in turn increase the total '''damage''' output.&lt;br /&gt;
*'''Charged Tokens''' ({{Number|50|icon=[[File:Exotic gem.png|20px]]}}) - Charges your '''tokens''' and directs them to your tower to increase it's '''energy''' and '''energy regeneration'''.&lt;br /&gt;
&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>Ptmc2112</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Town_Perks&amp;diff=4025</id>
		<title>Town Perks</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Town_Perks&amp;diff=4025"/>
		<updated>2026-03-16T02:28:36Z</updated>

		<summary type="html">&lt;p&gt;Ptmc2112: Added a note about how perks can have multiplicative effects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler warning|Mid-Game Content}}&lt;br /&gt;
 '''Mid-Game''' is a phase of the game which starts at [[Military Tier]] 6 .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{collapsible&lt;br /&gt;
|Spoiler For one of the [[Military Perks]] &lt;br /&gt;
|&lt;br /&gt;
If you have gotten the '''International Experts''' Military Perk (Available at Military Tiers 9,10,11) your Military Tier Multiplier gets Doubled for the Calculations involving Town Perks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Town Perks are found under a new tab on the right side of your screen their symbol is a Star &lt;br /&gt;
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In total there are '''12''' Town Perks in total &lt;br /&gt;
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To Upgrade a Town Perk you need to invest [[Skill Points]] into the Perks&lt;br /&gt;
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The effects of Town Perks are '''Multiplied''' by your [[Military Tier]] &lt;br /&gt;
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So on [[Military Tier]] 6 these effects are '''Multiplied''' by 6&lt;br /&gt;
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Perks that affect the same thing have multiplicative effects on that thing&lt;br /&gt;
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The Following are the '''12''' Town Perks&lt;br /&gt;
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'''Resource Drops''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
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Gives '''20%''' Resource drops from Enemies per Level &lt;br /&gt;
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'''Total Damage''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
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Increases Damage dealt by all sources in [[Tower Testing]] by '''5%''' per level &lt;br /&gt;
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This does '''NOT''' affect damage dealt against bosses in [[Statue of Cubos]]&lt;br /&gt;
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'''Resistance''' [Base cost 1 Skill Point. +1 per level] [Max Level: 40] &lt;br /&gt;
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Increases Resistance against all elements in [[Tower Testing]] by '''1%''' per level &lt;br /&gt;
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'''Processing Speed''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
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Increases Processing Speed of all Machines in the [[Factory]] by '''3%''' per level &lt;br /&gt;
{{collapsible&lt;br /&gt;
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This Does affect the Belt in the [[Factory]] and thus also makes Shard refining faster &lt;br /&gt;
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'''Refining Speed''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
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Increases Shard Refining Speed by '''2%''' per level &lt;br /&gt;
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'''Crate Factor''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
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Increases the amount of crates being produced while trading in the [[Trading Post]] by '''1%''' per level &lt;br /&gt;
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'''Mining Reward''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100]  &lt;br /&gt;
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Increases all Mining Rewards in the [[Mine]] (Excluding Exotic Gems) by '''10%''' per level &lt;br /&gt;
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'''Max Layers''' [Base cost 10 Skill Points. +10 per level] [Max Level: 5]&lt;br /&gt;
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Increases the Maximum amount of Layers Generated in the [[Mine]] by '''0.2''' per level &lt;br /&gt;
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'''Boost Efficiency''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
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Increases Both the Duration of [[Power Plant]] Boosts as well as the Boost Amount by 1%.&lt;br /&gt;
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'''Coin Rewards''' [Base cost 1 Skill Points. +1 per level] [Max Level: 100] &lt;br /&gt;
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Increases the amount of '''Tokens''' rewarded by all '''Minigames''' in the [[Arcade]] by 1% per level &lt;br /&gt;
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'''Power Stones''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
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Increases the Power Stone boosts of all elements (Including Neutral and Resources boosts) by 12% (Of your base amount) per level&lt;br /&gt;
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so a 100% base boost would get increased by 12% per level in the perk &lt;br /&gt;
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'''Town Assets''' [Base cost 1 Skill Point. +1 per level] [Max Level: 100] &lt;br /&gt;
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Increases the Resource drop boost of each Town asset by 0.25% per level &lt;br /&gt;
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(base Resource drop boost per Town asset is 1%, so 1 Skill point would make it 1.25% per Town Asset, effectively being +25% resources compared to the +20% of the resource perk)&lt;br /&gt;
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{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Ptmc2112</name></author>
		
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