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		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=2688</id>
		<title>Modules</title>
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		<updated>2022-12-14T17:41:47Z</updated>

		<summary type="html">&lt;p&gt;Sarahk: /* Era */ Added base chance per essence for receiving Era Experiment modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|60px]]&lt;br /&gt;
'''Modules''' function as interchangeable upgrades to your tower. You cannot make a perfect tower without these. Modules can be upgraded permanently in the [[workshop]] with [[resources]], or can be upgraded temporarily during tower testing with [[experience]] or [[gems]]. Modules have tiers, with higher tiers being unlocked after upgrading the [[Headquarters]]&lt;br /&gt;
&lt;br /&gt;
A collection of modules is called a [[Workshop#Blueprint|Blueprint]]. It is important to experiment with different module blueprints, there will be 800 modules in the game so the amount of possible builds is massive. ''(7.7e+1976)''&lt;br /&gt;
&lt;br /&gt;
There are currently '''329''' modules available to unlock.&lt;br /&gt;
&lt;br /&gt;
==Types of Modules==&lt;br /&gt;
There are various kinds of modules to find.&lt;br /&gt;
&lt;br /&gt;
===Active vs Passive===&lt;br /&gt;
Modules will be either active or passive.&lt;br /&gt;
&lt;br /&gt;
====Active====&lt;br /&gt;
Active modules require manual activation.&lt;br /&gt;
&lt;br /&gt;
Some need to be aimed, while others activate immediately on use.&lt;br /&gt;
&lt;br /&gt;
====Passive====&lt;br /&gt;
Passive modules can be improvements to the core stats of your tower.&lt;br /&gt;
&lt;br /&gt;
They can also activate automatically upon meeting their conditions.&lt;br /&gt;
&lt;br /&gt;
===Offensive, Defensive, Utility &amp;amp; Ultimate===&lt;br /&gt;
A module is either offensive, defensive, utility, ultimate, or special. &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====&lt;br /&gt;
Special modules provide unusual bonuses and are quite rare to find.&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 to1. Each subsequent upgrade increases the cost of upgrade by 25 until level 20.) &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can 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;
Percentage based modules usually cap at tier 5, while other modules usually cap at tier 250, with other modules capping at 100.&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 3 player drop chance bonuses currently: &lt;br /&gt;
&lt;br /&gt;
*The [[Workshop#Skills|Analysis skill]] obtained from the [[workshop]]&lt;br /&gt;
*The [[Power Plant]] 2nd floor&lt;br /&gt;
*The Sign [[Artifacts|Artifact]] in the [[museum]]&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, 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;
&lt;br /&gt;
==List of Modules==&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Unlock Condition!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Attack'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Provides the tower some basic Neutral damage.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Attack Speed'''&lt;br /&gt;
|5|| ||N/A||Unlocked from start||Modifies the towers attack speed.&lt;br /&gt;
| ||ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stone Foundation'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||A very basic foundation for the tower which increases its hitpoints.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Regeneration'''&lt;br /&gt;
|250|| ||N/A||Unlocked from start||Supplies the tower with the ability to slowly regenerate itself.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Basic Bouncing'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 10||Provides the projectiles a chance to bounce off to additional targets. Does not bounce off to the same unit twice. The chance is calculated for each target separately so the missile might bounce off fewer times than the limit.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Multishot'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 30||Provides a chance to shoot more missiles in order to hit additional targets on an attack.&lt;br /&gt;
| ||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Touch'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 40||Deals Nature damage to the primary target and heals the tower by a percentage of the total damage dealt.&lt;br /&gt;
|Nature||DAMAGE LIFESTEAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Fire damage on every attack.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Fire damage on an attack.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Nature damage on every attack.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the tower a 20% chance to deal additional Nature damage on an attack.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Attack'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 5%||Provides the tower some basic Earth damage on every attack.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Burst'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Random 2%||Provides the Tower a 20% chance to deal additional Earth damage on an attack.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Crit'''&lt;br /&gt;
|5|| ||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Elemental Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Wave 20||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Fire damage by a percent based amount.&lt;br /&gt;
|Fire||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Nature damage by a percent based amount.&lt;br /&gt;
|Nature||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Resistance'''&lt;br /&gt;
|5|| ||R01: [[Forest]]||Random 5%||Reduces incoming Earth damage by a percent based amount.&lt;br /&gt;
|Earth||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Wave Resources'''&lt;br /&gt;
|250|| ||R01: [[Forest]]||Wave 50||Produces a fixed amount of Town Resources at the beginning of a new wave.&lt;br /&gt;
| ||RESOURCES WAVE &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Light damage on every attack.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Light damage on an attack.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Air damage on every attack.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Air damage on an attack.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Attack'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 5%||Provides the tower some basic Electricity damage on every attack.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Burst'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Random 2%||Provides the tower a 20% chance to deal additional Electricity damage on an attack.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Crit'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 1%||Provides a chance to multiply your projectile's Light damage.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Air Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Air damage.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Electricity Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Electricity damage.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Fire Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R02: [[Desert]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Fire damage.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Heal'''&lt;br /&gt;
|250||Yes||R02: [[Desert]]||Wave 1||Instantly heals the tower by a specific amount of hitpoints.&lt;br /&gt;
| ||ACTIVE INSTANT HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Granite Foundation'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 10||A stronger foundation that provides more hitpoints than the stone foundation but slows the attackspeed of the tower in turn by 70%.&lt;br /&gt;
| ||HEALTH ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Light damage by a percent based amount.&lt;br /&gt;
|Light||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Air damage by a percent based amount.&lt;br /&gt;
|Air||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Resistance'''&lt;br /&gt;
|5|| ||R02: [[Desert]]||Random 5%||Reduces incoming Electricity damage by a percent based amount.&lt;br /&gt;
|Electricity||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy'''&lt;br /&gt;
|250|| ||R02: [[Desert]]||Wave 1||Provides the tower with Energy which can be used to activate active skills.&lt;br /&gt;
| ||ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Regeneration'''&lt;br /&gt;
|10|| ||R02: [[Desert]]||Wave 1||Provides the tower the ability to passively regenerate energy.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Darkness damage on every attack.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Darkness on an attack.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Attack'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 5%||Provides the tower some basic Water damage on every attack.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Burst'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 2%||Provides the tower a 20% chance to deal additional Water damage on an attack.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Splash'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Random 1%||Provides a 33% chance to damage all enemies in a 10M radius around the targeted unit by a fixed amount. Damage type is Neutral.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Bash'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 0.12%||Provides a small chance to stun a target for a short duration. Stunned units cannot move or attack.&lt;br /&gt;
| ||CHANCE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Darkness Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Water Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Water damage.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]&lt;br /&gt;
|'''Earth Crit'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|R03: [[Winter]]&lt;br /&gt;
|Random 1%&lt;br /&gt;
|Provides a chance to multiply your projectile's Earth damage.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Darkness damage by a percent based amount.&lt;br /&gt;
|Darkness||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Resistance'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Reduces incoming Water damage by a percent based amount.&lt;br /&gt;
|Water||RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Basic Shield'''&lt;br /&gt;
|250|| ||R03: [[Winter]]||Wave 50||Provides the tower with a shield that absorbs damage.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Boss Shield'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 1.2%||Reduces the incoming damage from Boss enemies.&lt;br /&gt;
| ||REACTIVE BLOCK BOSS&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Moon Energy'''&lt;br /&gt;
|5|| ||R03: [[Winter]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 0%. Provides no bonus if the current energy is above 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Soul Harvesting'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 0.1%||Provides a chance to deal 33% of the primary targets current health as additional Darkness damage.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Darkness damage by a fixed amount.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Air damage by a fixed amount.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Earth damage by a fixed amount.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Armor'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 5%||Reduces incoming Nature damage by a fixed amount.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shelter'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 1%||Provides a chance to fully block incoming damage if the tower hitpoints are below 50%.&lt;br /&gt;
| ||REACTIVE BLOCK &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Transmute'''&lt;br /&gt;
|250|| ||R04: [[Underground]]||Random 0.5%||Provides a chance to convert dead enemies into additional town resources by using the power of alchemy.&lt;br /&gt;
| ||RESOURCES CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Offensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random offensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Defensive Pack'''&lt;br /&gt;
|5|| ||R04: [[Underground]]||Random 2%||Provides a chance to upgrade a random defensive module at the beginning of a new wave for free.&lt;br /&gt;
| ||WAVE CHANCE MODULE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Firestorm'''&lt;br /&gt;
|250||Yes||R05: [[Volcano]]||Random 1%||Unleashes a powerful firestorm at the targeted location which damages enemies by 40% of their max. hitpoints + a fixed amount of damage.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Burning Attack'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 0.1%||Provides a 10% chance to ignite all enemies in a large area around the primary target. Burning them for a specific amount of fire damage each second. Lasts up to 5 seconds.&lt;br /&gt;
|Fire||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Light damage by a fixed amount.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Fire damage by a fixed amount.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Water damage by a fixed amount.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Armor'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Random 5%||Reduces incoming Electricity damage by a fixed amount.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magma Foundation'''&lt;br /&gt;
|250|| ||R05: [[Volcano]]||Wave 100||A fiery foundation that provides the tower with some hitpoints and increases fire resistance, but lowers water resistance. In addition outgoing fire damage is multiplied by 40.&lt;br /&gt;
|Fire Water||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Divine Blessing'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.15%||Provides a chance to damage an enemy by 5% of the towers current hitpoints and to temporarily increase the towers maximum hitpoints. Every second the total amount of bonus HP reduces by 1% of its current value.&lt;br /&gt;
|Light||CHANCE DAMAGE HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Light.&lt;br /&gt;
|Light||AREA DAMAGE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Fire.&lt;br /&gt;
|Fire||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Electricity.&lt;br /&gt;
|Electricity||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Splash'''&lt;br /&gt;
|250|| ||R06: [[High Mountain]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Air.&lt;br /&gt;
|Air||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Shell'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Increases resistance against Air damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Air||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Barrier'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Air as long as your current shield points are greater than 0.&lt;br /&gt;
|Air||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Bulletproof'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.9%||Provides resistance against incoming damage from ranged units like archers and wizards.&lt;br /&gt;
| ||REACTIVE BLOCK ARCHER WIZARD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Recharger'''&lt;br /&gt;
|5|| ||R06: [[High Mountain]]||Random 0.5%||Starts regenerating your shield by a percentage based amount after not taking any damage for at least 4 seconds.&lt;br /&gt;
| ||SHIELD REACTIVE REGENERATION &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifeleech'''&lt;br /&gt;
|250||Yes||R07: [[Jungle]]||Random 1.5%||Instantly drains life from surrounding enemies to heal the tower. Draining life counts as Nature damage.&lt;br /&gt;
| ||ACTIVE INSTANT AREA LIFESTEAL &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Earth.&lt;br /&gt;
|Earth||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Water.&lt;br /&gt;
|Water||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 2%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Nature.&lt;br /&gt;
|Nature||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Splash'''&lt;br /&gt;
|250|| ||R07: [[Jungle]]||Random 0.9%||Provides a 20% chance to damage all enemies in a 8M radius around the primary target by a fixed amount. Damage type is Darkness.&lt;br /&gt;
|Darkness||AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Nature damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Nature||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Earth damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Earth||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Shell'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Increases resistance against Water damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Water||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Nature as long as your current shield points are greater than 0.&lt;br /&gt;
|Nature||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Earth as long as your current shield points are greater than 0.&lt;br /&gt;
|Earth||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Barrier'''&lt;br /&gt;
|5|| ||R07: [[Jungle]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Water as long as your current shield points are greater than 0.&lt;br /&gt;
|Water||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sparks'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.12%||Deals a random amount of damage and provides a 25% chance to stun non-Boss units for 1 second on an attack.&lt;br /&gt;
|Electricity||DAMAGE STUN DEBUFF ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Steini's Chained Ball'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 0.05%||Reduces the tower's attackspeed in exchange for increasing its attack damage.&lt;br /&gt;
| ||COMMUNITY DAMAGE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Fire damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Fire||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Electricity damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Electricity||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Shell'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Increases resistance against Light damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Light||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Fire as long as your current shield points are greater than 0.&lt;br /&gt;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Electricity as long as your current shield points are greater than 0.&lt;br /&gt;
|Electricity||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Barrier'''&lt;br /&gt;
|5|| ||R08: [[Metallic Ruins]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Light as long as your current shield points are greater than 0.&lt;br /&gt;
|Light||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Diamond Foundation'''&lt;br /&gt;
|250|| ||R08: [[Metallic Ruins]]||Random 1%||This crystalized foundation provides a lot of hitpoints but becomes fragile if damaged. Divides incoming damage by a fixed factor that gets lower along with the hitpoints of the tower. At 1/3 of max. health there is a turning point where incoming damage is being amplified.&lt;br /&gt;
| ||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Execution'''&lt;br /&gt;
|250|| ||R09: [[Beach]]||Random 1%||Allows the tower to deal additional Universal damage to an enemy if its hitpoints are below 45% of their maximum value.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Rapidfire'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.6%||Provides a chance to temporarily increase the attack speed of the tower by 50% whenever an enemy is being destroyed.&lt;br /&gt;
| ||CHANCE BUFF ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Advanced Splash'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 0.14%||Provides a 20% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself.&lt;br /&gt;
|Neutral||CHANCE AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Multishot'''&lt;br /&gt;
|5||Yes||R09: [[Beach]]||Random 0.8%||Instantly fires a missile at multiple targets around the tower.&lt;br /&gt;
| ||ACTIVE INSTANT AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Barrier'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||Damages attackers by an amount (based on your max. shield points) of damage type Darkness as long as your current shield points are greater than 0.&lt;br /&gt;
|Darkness||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Exchange'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 1%||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;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Sun Energy'''&lt;br /&gt;
|5|| ||R09: [[Beach]]||Random 5%||Increases the energy regeneration of the tower based on how close the current energy is to 100%. Provides no bonus if the current energy is below 50%.&lt;br /&gt;
| ||ENERGY REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Super Bounce'''&lt;br /&gt;
|250||Yes||R09: [[Beach]]||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[4]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Defeat the turtle with supreme splitshots.&amp;lt;/spoiler&amp;gt;||Spawns a missile that jumps lots of times. ''BudeEBoy exploited the Developers to create this module.''&lt;br /&gt;
| ||ACTIVE INSTANT AREA COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Shards'''&lt;br /&gt;
|250|| ||R10: [[Ocean]]||Random 1%||Deals Water damage on impact and slows the movement speed of the primary target for 2 seconds.&lt;br /&gt;
|Water||DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Fire damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Water damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Earth damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Air damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Nature damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Electricity damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Light damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Impetus'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases the total Darkness damage of the tower based on the distance between the target and the tower at the moment the projectile arrives.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Shell'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 1%||Increases resistance against Darkness damage everytime the tower takes damage of the specified type. Stacks up to 100 times (multiplicatively) and lasts up to 4 seconds. Taking damage of the same type again refreshes the duration.&lt;br /&gt;
|Darkness||RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Aura'''&lt;br /&gt;
|5|| ||R10: [[Ocean]]||Random 0.8%||Slows the movement speed of enemies in a 20M radius around the tower.&lt;br /&gt;
| ||AURA SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Neutral Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Fire enemies.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Water enemies.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Earth enemies.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Air enemies.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Electricity enemies.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Nature enemies.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Light enemies.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Darkness enemies.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Universal Projectiles'''&lt;br /&gt;
|250|| ||R11: [[Neutral]]||Random 1%||Increases the damage dealt against Universal enemies.&lt;br /&gt;
|Universal||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Neutral Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Universal Exchange'''&lt;br /&gt;
|5|| ||R11: [[Neutral]]||Random 1%||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Marble Foundation'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|R11: [[Neutral]]&lt;br /&gt;
|Random 0.5%&lt;br /&gt;
|Sturdy foundation that protects you from the fundamentals of the universe. Divides incoming neutral and universal damage by 200. (Counts as neutral/universal resistance in the stats menu.)&lt;br /&gt;
|Netural Universal||HEALTH RESISTANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Darkness Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Darkness enemies by 4.&lt;br /&gt;
|Darkness||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Fire Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Fire enemies by 4.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Earth Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Earth enemies by 4.&lt;br /&gt;
|Earth||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Water Crit'''&lt;br /&gt;
|5|| ||R12: [[Dark Realm]]||Random 1%||Provides a chance to multiply your damage against Water enemies by 4.&lt;br /&gt;
|Water||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Fire damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Water damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Earth damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Air damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Nature damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Light damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Darkness damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Subsistence'''&lt;br /&gt;
|250|| ||R12: [[Dark Realm]]||Random 1%||Increases your Electricity damage based on your current energy percentage. Full bonus is applied at 100% energy. Drains 200 energy whenever the bonus is applied.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Light Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Light enemies by 4.&lt;br /&gt;
|Light||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Nature Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Nature enemies by 4.&lt;br /&gt;
|Nature||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Air Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Air enemies by 4.&lt;br /&gt;
|Air||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Anti-Electricity Crit'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Provides a chance to multiply your damage against Electricity enemies by 4.&lt;br /&gt;
|Electricity||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Fire armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Fire||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Water armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Water||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Air armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Air||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Earth armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Earth||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Nature armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Nature||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Electricity armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Electricity||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Light armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Light||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Protection'''&lt;br /&gt;
|5|| ||R13: [[Heaven]]||Random 1%||Increases your Darkness armor (abs. resistance) by an amount that is based on the maximum shield value of the tower. Bonus is only active when the shield is active.&lt;br /&gt;
|Darkness||ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fire Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Fire damage.&lt;br /&gt;
|Fire||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Water Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Water damage.&lt;br /&gt;
|Water||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Air Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Air damage.&lt;br /&gt;
|Air||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Electricity Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Electricity damage.&lt;br /&gt;
|Electricity||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Darkness Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Darkness damage.&lt;br /&gt;
|Darkness||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Earth Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Earth damage.&lt;br /&gt;
|Earth||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Nature Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Nature damage.&lt;br /&gt;
|Nature||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Light Block'''&lt;br /&gt;
|250|| ||R14: [[Universe]]||Random 1%||Provides a chance to fully block incoming Light damage.&lt;br /&gt;
|Light||BLOCK CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''L.O.S.O Drone System'''&lt;br /&gt;
|100||Yes||R14: [[Universe]]||Secret &amp;lt;spoiler&amp;gt;Launch all 1Qa Dyson Drones on [[Power Plant]]'s second floor, then click the &amp;quot;comet&amp;quot; in a tower testing round.&amp;lt;/spoiler&amp;gt;||Spawns &amp;lt;code&amp;gt;([tier]-1/4)+1&amp;lt;/code&amp;gt; drones that attack nearby units by [tier]% 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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Neutral Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Neutral damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Neutral||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Fire damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Fire||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Water damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Nature damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Nature||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Air damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Air||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Earth damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Earth||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Light damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Light||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Darkness damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Darkness||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Electricity damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Electricity||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Focus'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Random 1%||Increases Universal damage dealt by the tower for 45 seconds.&lt;br /&gt;
|Universal||ACTIVE INSTANT DAMAGE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower'''&lt;br /&gt;
|5||Yes||R15: [[Chaos]]||Wave 100||Boosts the tower attack speed by 50%, multiplies the max. health and health regeneration by 3 and decreases incoming damage by 50%.&lt;br /&gt;
| ||ACTIVE INSTANT BUFF HEALTH REGENERATION RESISTANCE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''W.I.N.C.E'''&lt;br /&gt;
|5|| ||R15: [[Chaos]]||Secret &amp;lt;spoiler&amp;gt;Beat Chaos Impossible Normal Mode with 0 offensive modules in your blueprint&amp;lt;/spoiler&amp;gt;||Significantly slows attackspeed but provides small chance to insta-kill attackers. ''The WootImNoob Incredible Novel Complete and Efficient module.''&lt;br /&gt;
| ||REACTIVE NEUTRAL DAMAGE INFINITY COMMUNITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||100°C||Deals additional damage of type Fire based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Fire||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Breath'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||3,000°C||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Combustion'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||75,000°C||Provides a 25% chance that a destroyed enemy will explode and deal a part of its maximum hitpoints as Fire damage to surrounding enemies.&lt;br /&gt;
|Fire||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Fire'''&lt;br /&gt;
|5|| ||[[Experiment: Fire]]||950,000°C||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;
|Fire||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Incineration'''&lt;br /&gt;
|250|| ||[[Experiment: Fire]]||5,000,000°C&lt;br /&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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Water Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||50L (15°C)&lt;br /&gt;
|Deals additional damage of type Water based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Water||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Frost Nova'''&lt;br /&gt;
|5||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 6 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT AREA STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Frost'''&lt;br /&gt;
|5|| ||[[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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shatter'''&lt;br /&gt;
|5|| ||[[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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Extinguish'''&lt;br /&gt;
|5|| ||[[Experiment: Water]]||1000L (-22°C)&lt;br /&gt;
|Provides a chance to instantly destroy a fire enemy on an attack.&lt;br /&gt;
|Fire Universal||CHANCE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Glacier Spikes'''&lt;br /&gt;
|50||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 towers water armor (multiplier cannot be lower than 1) and have their movement- and attackspeed slowed by 90%. The pillars will disappear after 20 seconds.&lt;br /&gt;
|Water||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Absolute Zero'''&lt;br /&gt;
|1|| ||[[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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||3 Plants||Deals additional damage of type Nature based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Nature||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Adaptive Regeneration'''&lt;br /&gt;
|10|| ||[[Experiment: Nature]]||6 Plants||Automatically repairs the tower by an amount based on its maximum hitpoints.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Nature'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||9 Plants||Provides a 25% chance that incoming damage permanently increases the towers hp-regeneration.&lt;br /&gt;
| ||REACTIVE HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Violent Seeds'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||12 Plants||Continuously increases the towers Nature damage until the end of the duration.&lt;br /&gt;
|Nature||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Rejuvenate'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||16 Plants||Increases the towers hp regeneration for each kill until the end of the current round. Works multiplicatively but additive to itself. Does not affect %-based regeneration.&lt;br /&gt;
| ||HEALTH REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia's Path'''&lt;br /&gt;
|250|| ||[[Experiment: Nature]]||22 Plants||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Nature's Wrath'''&lt;br /&gt;
|100|| ||[[Experiment: Nature]]||26 Plants||Amplifies Nature projectile damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Daybloom'''&lt;br /&gt;
|5|| ||[[Experiment: Nature]]||30 Plants||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gigantic vines'''&lt;br /&gt;
|5||Yes||[[Experiment: Nature]]||35 Plants||Spawns huge vines all over the map (requires solid ground). Enemies getting too close to the vines will receive a negative buff that slows their movement and attackspeed by 33% and deals 10% of their current hitpoints as Nature damage to them.&lt;br /&gt;
|Nature||ACTIVE INSTANT AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earth Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||1,750 kg/m³||Deals additional damage of type Earth based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Steel Foundation'''&lt;br /&gt;
|250|| ||[[Experiment: Earth]]||6,000 kg/m³||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Gravel'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||30,000 kg/m³||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Titanium Hull'''&lt;br /&gt;
|100||Yes||[[Experiment: Earth]]||125,000 kg/m³&lt;br /&gt;
|Temporarily increases the towers generic resistance by 99% and its generic armor by a variable amount. Lasts up to 60 seconds.&lt;br /&gt;
| ||ACTIVE INSTANT ARMOR RESISTANCE BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Avalanche'''&lt;br /&gt;
|5|| ||[[Experiment: Earth]]||2.5M kg/m³ &lt;br /&gt;
&lt;br /&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^0.12 where x represents your current Earth armor. The multiplier cannot be lower than 1.&lt;br /&gt;
|Earth||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Earthquake'''&lt;br /&gt;
|5||Yes||[[Experiment: Earth]]||55M kg/m³ &lt;br /&gt;
&lt;br /&gt;
''(55e6 kg/m³)''&lt;br /&gt;
|Stuns all non-Earth enemies on the map and damages them by 15% of the towers maximum hitpoints. Damage type is Earth.&lt;br /&gt;
|Earth||ACTIVE INSTANT AREA DAMAGE STUN DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Electricity Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||5A||Deals additional damage of type Electricity based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Electricity||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lightning'''&lt;br /&gt;
|250||Yes||[[Experiment: Electricity]]||12A||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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Overcharge'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||30A||Provides the tower a chance to receive +25% attackspeed for a certain amount of time whenever it receives damage from an Electricity type enemy.&lt;br /&gt;
|Electricity||REACTIVE ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Transformator'''&lt;br /&gt;
|5|| ||[[Experiment: Electricity]]||150A||Provides a 12% 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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shock ward'''&lt;br /&gt;
|5||Yes||[[Experiment: Electricity]]||1000A||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Darkness Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||5 Particles||Deals additional damage of type Darkness based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Heartstopper Aura'''&lt;br /&gt;
|5|| ||[[Experiment: Darkness]]||15 Particles||Decreases the hitpoints of nearby non-Boss units by a percent based amount of damage type Darkness.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Darkness'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||30 Particles||Divides incoming Darkness damage by a specific amount as long as the towers shieldpoints are above 0. If no shield is present then this ability will be inactive.&lt;br /&gt;
|Darkness||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Unholy Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Darkness]]||50 Particles||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Unholy Missile'''&lt;br /&gt;
|250|| ||[[Experiment: Darkness]]||75 Particles||Increases the damage based on the current missing hitpoint percentage of the primary target.&lt;br /&gt;
|Darkness||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Light Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Light]]||5,000 LM||Deals additional damage of type Light based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Light||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dispel'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||12,500 LM||Removes a negative buff from the tower.&lt;br /&gt;
| ||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Dryness Aura'''&lt;br /&gt;
|30|| ||[[Experiment: Light]]||750,000 LM||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;
|[[File:Utility Module.png|Utility|center|30px]]||'''Recharge'''&lt;br /&gt;
|5||Yes||[[Experiment: Light]]||6.25M LM&lt;br /&gt;
''(6.25e6 LM)''&lt;br /&gt;
|Instantly refills the towers energy to 100%.&lt;br /&gt;
| ||ACTIVE INSTANT ENERGY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Taste'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||202,650 Pa||Deals additional damage of type Air based on a percentage of the total damage dealt. Damage of taste modules can not be further amplified.&lt;br /&gt;
|Air||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield of Air'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||1.01M Pa&lt;br /&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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Air Slice'''&lt;br /&gt;
|5|| ||[[Experiment: Air]]||5.07M Pa&lt;br /&gt;
''(5.07M Pa)''&lt;br /&gt;
|Provides a chance to create a gush of wind around the primary target that damages all nearby units and slows their attackspeed.&lt;br /&gt;
| ||CHANCE AREA DAMAGE SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Simple Evasion'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||50||Provides the tower a small chance to fully neglect incoming damage.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Lifesteal'''&lt;br /&gt;
|250|| ||[[Experiment: Neutral]]||2,5||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Impetus'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||10,000||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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Reflect'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||20,000&lt;br /&gt;
|Damages attackers by a part of their own attackdamage.&lt;br /&gt;
|Neutral||REACTIVE DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Defiance'''&lt;br /&gt;
|5|| ||[[Experiment: Neutral]]||125,000||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Critical Strike'''&lt;br /&gt;
|5|| ||[[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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Attack'''&lt;br /&gt;
|250|| ||[[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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Emergency Critical'''&lt;br /&gt;
|250|| ||[[Experiment: Universal]]||&amp;gt;= 1.8G||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;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Universal Shield'''&lt;br /&gt;
|5|| ||[[Experiment: Universal]]||&amp;lt;= -0.5||Blocks the first 2 hits from a single enemy. Afterwards there is a small chance that one more hit will be blocked.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Temporal Barrier'''&lt;br /&gt;
|5||Yes||[[Experiment: Universal]]||&amp;lt;= -1.75||Engulfs the tower with a temporary barrier that limits incoming damage to 3% of its maximum hitpoints per damage instance.&lt;br /&gt;
| ||ACTIVE INSTANT REACTIVE BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Lucky Shot'''&lt;br /&gt;
|100|| ||[[Experiment: Gems]]||1 Stack ''(9 grids)''||Provides a small chance to multiply your damage by an amount on an attack.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Phasing'''&lt;br /&gt;
|5|| ||[[Experiment: Gems]]||5 Stacks ''(45 grids)''||A slight modification to the towers shield that allows it to completely block every few attacks. Only works as long as the towers shieldpoints are above 0.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Division Shield'''&lt;br /&gt;
|100|| ||[[Experiment: Exotic]]||1 Fabric of reality||Divides incoming damage by a fixed amount. Affects all damage types.&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Death Wish'''&lt;br /&gt;
|250|| ||[[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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Desperado'''&lt;br /&gt;
|250||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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Strike Back'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Chance to gain an attackspeed buff when health below 60%.&lt;br /&gt;
| ||REACTIVE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Recycling'''&lt;br /&gt;
|5|| ||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Reduces the energy cost of all modules that require energy.&lt;br /&gt;
| ||ENERGY COST&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Redirect'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Lucky Wheel||&lt;br /&gt;
|Sacrifices the towers shield an in turn increases its electricity damage multiplicatively by [sacrificed amount]^0.15 for a certain amount of time.&lt;br /&gt;
|Electricity||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Refined Armor'''&lt;br /&gt;
|50|| ||[[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;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Power of the Cat'''&lt;br /&gt;
|5|| ||[[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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fracture'''&lt;br /&gt;
|100||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Temporarily subtracts 500% of the towers 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;
|[[File:Utility Module.png|Utility|center|30px]]||'''Neutral Response'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Turns all non-neutral enemies on the map into neutral type enemies.&lt;br /&gt;
|Neutral||ACTIVE INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Void'''&lt;br /&gt;
|5||Yes||[[Arcade]]: Jumble||&lt;br /&gt;
|Creates a dark void in the targeted area that immediately destroys neutral enemies that enter it.&lt;br /&gt;
|Neutral||ACTIVE AREA NEUTRAL&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Reboot'''&lt;br /&gt;
|1||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Rak's Curse'''&lt;br /&gt;
|1||Yes||[[Arcade]]: Adventure||Secret &amp;lt;sup&amp;gt;[[Modules#Footnotes|[1]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Become annoyed to death...&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. ''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;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Daigoparry'''&lt;br /&gt;
|5|| ||[[Arcade]]: Secret||&amp;lt;spoiler&amp;gt;Enter the Konami code in the arcade menu and beat Perfect Space once&amp;lt;/spoiler&amp;gt;||Parry the next 15 hits that would kill you&lt;br /&gt;
| ||REACTIVE BLOCK&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Awareness'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 1% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&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;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Radar'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Checkerboard Aura'''&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Orbs'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|[[Mine]]: Second Floor&lt;br /&gt;
|Random 0.5% &amp;lt;sup&amp;gt;[[Modules#Footnotes|[2]]]&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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Phoenix Bounce'''&lt;br /&gt;
|250|| ||Challenge: 1-1||Challenge Completion||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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Stab Prevention'''&lt;br /&gt;
|5|| ||Challenge: 1-3||Challenge Completion||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Planned Strike'''&lt;br /&gt;
|5|| ||Challenge: 1-4||Challenge Completion||Every 10 attack deals more damage. Switching targets does not reset the counter.&lt;br /&gt;
| ||DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Universal'''&lt;br /&gt;
|1|| ||Challenge: 1-5||Challenge Completion||Changes the base type of the tower from Neutral to Universal and therefore applies all default strengths and weaknesses of Universal to it.&lt;br /&gt;
|Universal||ELEMENT ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Forest Gift'''&lt;br /&gt;
|5|| ||Challenge: 1-6||Challenge Completion||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;
|[[File:Utility Module.png|Utility|center|30px]]||'''Energy Flow'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Reduces the cooldown of active modules.&lt;br /&gt;
| ||REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Headhunting'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-3&lt;br /&gt;
|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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Heal'''&lt;br /&gt;
|5&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-4&lt;br /&gt;
|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;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Sandstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 2-5&lt;br /&gt;
|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, And affects all enemies on the map.&lt;br /&gt;
| ||ACTIVE INSTANT SLOW DEBUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Desert Gift'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 2-6&lt;br /&gt;
|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;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Snowstorm'''&lt;br /&gt;
|20&lt;br /&gt;
|Yes&lt;br /&gt;
|Challenge: 3-2&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Slows the movement and attack speed of all enemies on the map by 25%. Stunned units take [tier]% of their maximum health as water damage per second.&lt;br /&gt;
|Water||ACTIVE INSTANT DEBUFF SLOW DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Mjölnir'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-5&lt;br /&gt;
|Challenge Completion&lt;br /&gt;
|Increases the towers 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;
|[[File:Defensive Module.png|Defensive|center|30px]]&lt;br /&gt;
|'''Winters Gift'''&lt;br /&gt;
|250&lt;br /&gt;
|&lt;br /&gt;
|Challenge: 3-6&lt;br /&gt;
|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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Energy Sphere'''&lt;br /&gt;
|250||Yes||Artifact: Energy Sphere|| ||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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Metal Plating'''&lt;br /&gt;
|5|| ||Artifact: Metal Plating|| ||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Fire Bomb'''&lt;br /&gt;
|250||Yes||Artifact: Incendiary Device|| ||Place a bomb that will explode after one second and deal fire damage to enemies in a 12m radius.&lt;br /&gt;
|Fire||ACTIVE GROUND AREA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Toxic Piranha Ivy'''&lt;br /&gt;
|100||Yes||Artifact: Vine Monster|| ||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 attackspeed. Has a 25% chance to emit heavy toxins(red color) instead which deals damage based on max hp and ignores any type of resistance or reduction. The poison lasts up to 60 seconds.&lt;br /&gt;
||Nature||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
{{Spoiler hatnote|Era content}}&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&amp;quot;&lt;br /&gt;
!Type!!Name&lt;br /&gt;
!Max. Tier&lt;br /&gt;
!Active!!Unlock Location!!Base Chance!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Bulwark'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||2%||Increases the towers damage the closer its hitpoints are to 50%. Passively multiplies the towers maximum hitpoints and all absolute resistances by 1000.&lt;br /&gt;
|Neutral Fire Water Nature Earth Air Darkness Universal Electricity Light||DAMAGE ARMOR&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Neutral Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||4%||Multiplies outgoing Neutral damage as well as the damage dealt against Neutral enemies.&lt;br /&gt;
|Neutral|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Shield Amplifier'''&lt;br /&gt;
|5|| ||Era Experiment: Neutral||6%||Multiplies the maximum shieldpoints of the tower by a constant factor.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''XP Bonus'''&lt;br /&gt;
|25|| ||Era Experiment: Neutral||3%||Increases the amount of experience gained for destroying enemies.&lt;br /&gt;
| ||XP&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Pressurize'''&lt;br /&gt;
|250|| ||Era Experiment: Neutral||5%||Provides a chance to turn destroyed enemies into some gems.&lt;br /&gt;
| ||GEMS CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Fiery Aura'''&lt;br /&gt;
|250|| ||Era Experiment: Fire||4%||Damages enemies which are very close to the tower by a fixed and by an amount that is based on their current hitpoints. The fixed amount of damage is affected by amplifiers and bonuses and is applied independently from the %-based amount.&lt;br /&gt;
|Fire||AURA DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Solar Strike'''&lt;br /&gt;
|5|| ||Era Experiment: Fire||5%||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Ice Breath'''&lt;br /&gt;
|250|| ||Era Experiment: Water||4%||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Frost Splash'''&lt;br /&gt;
|5|| ||Era Experiment: Water||5%||Provides a 10% chance to slow the movement speed of all enemies in a large area around the primary target for 3 seconds. Stacks with other slowing effects.&lt;br /&gt;
| ||CHANCE AREA SLOW&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Tideshift'''&lt;br /&gt;
|5||Yes||Era Experiment: Water||2%||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;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stoneskin'''&lt;br /&gt;
|5|| ||Era Experiment: Earth||3%||Hardens the towers walls and provides a chance to stun attackers for a certain amount of time. Works against ranged attackers as well.&lt;br /&gt;
| ||REACTIVE STUN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Advanced Shield'''&lt;br /&gt;
|250|| ||Era Experiment: Earth||2%||Provides the tower with an advanced shield, but disables health regeneration.&lt;br /&gt;
| ||SHIELD REGENERATION&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Shockwave'''&lt;br /&gt;
|250||Yes||Era Experiment: Earth||4%||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;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Growth'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||3%||Increases the maximum hitpoints over time.&lt;br /&gt;
| ||HEALTH&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Photosynthesis'''&lt;br /&gt;
|5|| ||Era Experiment: Nature||4%||Increases the towers Nature damage for every Light enemy killed (multiplicative with other bonuses, additive to itself). The bonuse damage stays until the end of a round.&lt;br /&gt;
|Nature Light|| &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Stream of Life'''&lt;br /&gt;
|5||Yes||Era Experiment: Nature||1%||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;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Conductor'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||3%||Converts a part of the incoming damage to shield points.&lt;br /&gt;
| ||REACTIVE SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Relay'''&lt;br /&gt;
|5|| ||Era Experiment: Electricity||2%||Provides a chance to hit a maximum of 4 additional electricity enemies around the tower when attacking an electricity type enemy.&lt;br /&gt;
|Electricity||CHANCE AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Hurricane'''&lt;br /&gt;
|5||Yes||Era Experiment: Air||2%||Increases the attack speed by 40%, all air damage dealt by 5000% and attackrange of the tower by 20%.&lt;br /&gt;
|Air||ACTIVE INSTANT RANGE DAMAGE ATTACKSPEED BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Whirlwind Aura'''&lt;br /&gt;
|5|| ||Era Experiment: Air||3%||Slows the attackspeed of nearby enemies.&lt;br /&gt;
| ||SLOW DEBUFF AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Dark Sacrifice'''&lt;br /&gt;
|5||Yes||Era Experiment: Darkness||2%||Sacrifices 30% of the tower's current HP and in turn increases it's dark damage multiplicatevly by [sacrificed amount]^0.2 for a certain amount of time&lt;br /&gt;
|Darkness||ACTIVE INSTANT BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Immortality Shield'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||1%||Completely nullifies any incoming damage for a certain amount of time.&lt;br /&gt;
| ||ACTIVE INSTANT BLOCK BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Refresh'''&lt;br /&gt;
|5||Yes||Era Experiment: Light||2%||Resets the cooldown of all other modules when used.&lt;br /&gt;
| ||ACTIVE INSTANT COOLDOWN&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Magical Protection'''&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Era Experiment: Light&lt;br /&gt;
|6%&lt;br /&gt;
|Removes a negative buff once in a while.&lt;br /&gt;
| ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Ultimate|center|30px]]||'''Generic Armor'''&lt;br /&gt;
|100|| ||Era Experiment: Universal||5%||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;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Gravitational Impact'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||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;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Unfolding'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||2%||Increases the maximum shieldpoints over time.&lt;br /&gt;
| ||SHIELD&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Focused Multishot'''&lt;br /&gt;
|5|| ||Era Experiment: Universal||1%||Provides a chance to attack all units around the primary target.&lt;br /&gt;
| ||AREA&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 2'''&lt;br /&gt;
|5||Yes||Era Experiment: Universal||1%||Massively boosts the tower attack speed (+400%) and multiplies it's energy regeneration by 4.&lt;br /&gt;
| ||ACTIVE INSTANT ATTACKSPEED ENERGY REGENERATION BUFF&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Utility Module.png|Utility|center|30px]]||'''Magical Stone of Floof'''&lt;br /&gt;
|100||Yes||R15: [[Chaos]]: Secret&amp;lt;sup&amp;gt;[[Modules#Footnotes|[3]]]&amp;lt;/sup&amp;gt; &amp;lt;spoiler&amp;gt;Hint: Control the universe in an era of chaos.&amp;lt;/spoiler&amp;gt;||||Increases resources gained from destroyed enemies and from the module Transmute. ''Floof created this module by controlling chaos.''&lt;br /&gt;
| ||COMMUNITY ACTIVE RESOURCES INSTANT&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Dice of Fate'''&lt;br /&gt;
|5|| ||Artifact: Dice of Fate||||Use the power of this artifact to get random buff every few seconds. Has a chance to apply a negative buff.&lt;br /&gt;
| ||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. The infinity grid starts in the center with ''Infinity Foundation'' (indicated by '''13''' on the map below), and can be traversed outwards in four directions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable collapsible mw-collapsed&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; |Infinity Grid Map&lt;br /&gt;
|-&lt;br /&gt;
|1||2|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||3|| || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||4|| || ||5||6|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||7|| ||8|| ||9|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| ||10||11||12&lt;br /&gt;
!13&lt;br /&gt;
|14||15|| ||&lt;br /&gt;
|-&lt;br /&gt;
|16||17||18||19|| ||20|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||21||22||23|| || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || ||24||25|| ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || || || ||26||27||28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Type!!Name!!Active!!Grid Location!!Unlock Cost!!Description&lt;br /&gt;
!Element!!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Super Tower 3'''||Yes||1||TBA||Multiplies the towers 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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Power Conversion'''|| ||2||TBA||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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Fading'''|| ||3||TBA||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;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Eternal Wall'''|| ||4||TBA||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Burst'''|| ||7||TBA||Provides a 25% chance to divide the current hitpoints and the shield of an enemy (if a shield is present).&lt;br /&gt;
| ||INFINITY DAMAGE CHANCE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Quantum Speed'''|| ||10||TBA||Provides the tower with the ability to reach much higher attack speed.&lt;br /&gt;
| ||INFINITY ATTACKSPEED&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Storm Synergy'''|| ||11||TBA||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Splash'''|| ||8||TBA||Provides a 10% chance to damage enemies close to your primary target by a portion of your damage dealt to the primary target itself as infinity damage.&lt;br /&gt;
|Neutral||CHANCE AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Shield'''|| ||12||TBA||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]||'''Infinity Foundation'''|| ||13||N/A, Unlocked at Infinity 1||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;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Attack'''|| ||14||N/A, Unlocked at Infinity 1||An incredibly refined attack module that divides the current hitpoints of an enemy unit. This module does not trigger attack related effects on the defender's side since it does not count as a damage instance.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Crit'''|| ||9||TBA||Provides a chance to raise an enemies health to the power of 0.9.&lt;br /&gt;
| ||CHANCE INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Infinity Range'''|| ||6||TBA||Permanently increases the towers attack range by a fixed multiplier. Stacks with other range bonuses multiplicatively.&lt;br /&gt;
| ||RANGE INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Void Synergy'''|| ||5||TBA||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Gaia Synergy'''|| ||15||TBA||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;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Deep Slumber'''|| ||17||TBA||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Omega Synergy'''|| ||16||TBA||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;
|[[File:Utility Module.png|Utility|center|30px]]||'''Condense'''|| ||20||TBA||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;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Infinity Impetus'''|| ||23||TBA||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 towers attackrange as reference.&lt;br /&gt;
| ||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Sun Synergy'''|| ||22||TBA||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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Death Aura'''|| ||21||TBA||Provides a chance for each individual non-Boss enemy around the tower to immediately die once every second.&lt;br /&gt;
|Darkness||AURA DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Offensive Module.png|Offensive|center|30px]]||'''Universal Infinity'''|| ||24||TBA||Deals Universal infinity damage.&lt;br /&gt;
|Universal||INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Serious Missile'''|| ||25||TBA||An incredibly refined module that provides a small chance to instantly destroy a non-Boss unit.&lt;br /&gt;
| ||DAMAGE ARCHER WIZARD ASSASSIN NORMAL TANK INFINITY&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Quantum Defense'''|| ||26||TBA||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;
|[[File:Defensive Module.png|Defensive|center|30px]]||'''Infinity Reflect'''|| ||27||TBA||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;
|[[File:Ultimate Module.png|Ultimate|center|30px]]||'''Snap of Destiny'''||Yes||28||TBA||Erases half of all enemies from the map.&lt;br /&gt;
| ||ACTIVE INSTANT AREA INFINITY DAMAGE&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Energy'''|| ||18||TBA||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;
|-&lt;br /&gt;
|[[File:Special Module.png|Special|center|30px]]|||'''Infinity Regeneration'''|| ||19||TBA||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;
|}&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'.&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, v0.13.0 B1, there are '''6''' 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;
*Energy Sphere is the first, and currently only, active module that is a toggleable skill.&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
&lt;br /&gt;
#Rak's Secret:&amp;lt;spoiler&amp;gt;10% chance on death at Arcade: Adventure&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Mine: 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 universal power and kill enemies, random drop chance (no pop up, it will magically appear on your workshop, so check from time to time)&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
#Bude's Secret:&amp;lt;spoiler&amp;gt;Use Super Multishot, and click the turtle that appears repeatedly.&amp;lt;/spoiler&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Sarahk</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Endless_mode&amp;diff=2673</id>
		<title>Endless mode</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Endless_mode&amp;diff=2673"/>
		<updated>2022-11-28T19:26:47Z</updated>

		<summary type="html">&lt;p&gt;Sarahk: Upgrading from placeholder to stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
Endless Mode is presented as a game mode of [[Tower Testing]] in which there is no wave cap: because of this, engaging in endless mode is required to meet the prerequisites for many new [[Military Tier|Military Tiers]].&lt;br /&gt;
&lt;br /&gt;
Endless mode also contains several &amp;quot;surprise&amp;quot; mechanics upon reaching certain milestones. The rest of this page contains spoilers about these mechanics.&lt;br /&gt;
&lt;br /&gt;
== Era Phase ==&lt;br /&gt;
{{See also|Era}}&lt;br /&gt;
{{Spoiler hatnote|Era content}}&lt;br /&gt;
Upon reaching wave 100 billion, the wave counter is reset to 1, and a new &amp;quot;Era&amp;quot; counter (also set to 1) appears beneath the wave counter. Each additional time the test surpasses wave 100 billion, the era counter will increase by 1.&lt;br /&gt;
&lt;br /&gt;
In Era, enemies receive passive multipliers to damage and health (with health multipliers acting more like damage resistance than additional health). These multipliers will increase as the era counter increases, until the value overloads the capacity of a 64-bit floating-point variable, as ~1.8e308 is instead listed as infinity. These multipliers are counteracted by divisors that the tower can apply, though improving these divisors costs tower experience.&lt;br /&gt;
&lt;br /&gt;
In addition, enemies gain two unique abilities based on their [[Elements]]. By having the tower destroy these enemies, and by having the tower (or its shield) sustain damage from these enemies, the player is able to accumulate twenty new resources (two for each element) that are of use on the second floor of the [[Workshop]]. In turn, the second floor of the Workshop contains many upgrades that support the tower during the era phase of Tower Testing.&lt;br /&gt;
&lt;br /&gt;
== Infinity Phase ==&lt;br /&gt;
{{See also|Infinity}}&lt;br /&gt;
{{Spoiler hatnote|Infinity content}}&lt;br /&gt;
Upon reaching era 100 billion, the era counter is reset to 1, and a new &amp;quot;Infinity&amp;quot; counter (also set to 1) appears beneath the era counter. Each additional time the test surpasses era 100 billion, the infinity counter will increase by 1.&lt;br /&gt;
&lt;br /&gt;
In Infinity, enemies receive passive multipliers to damage and health, which are separate from and stack with era multipliers. These multipliers are presented as infinity, but they have been empirically determined to be 10^60. These multipliers cannot be counteracted with divisors, but they ``can`` be counteracted with new infinity-phase [[Modules]].&lt;br /&gt;
&lt;br /&gt;
In addition, infinity-phase enemies are capable of having a shield and/or energy, and are able to &amp;quot;mimic&amp;quot; modules that are currently in the tower's blueprint. Depending on the tower's blueprint, this can make these enemies extremely difficult to kill, incredibly deadly, or both. The player can &amp;quot;lock&amp;quot; modules in their blueprint, preventing enemies from mimicking that specific module; however, this costs 1,000 tower experience for the first module, and each subsequent module requires 1,000 times as much tower experience as the last.&lt;/div&gt;</summary>
		<author><name>Sarahk</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=2672</id>
		<title>Version history 2021</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=2672"/>
		<updated>2022-11-28T18:57:59Z</updated>

		<summary type="html">&lt;p&gt;Sarahk: Mark as stub because page is incomplete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
This page serves to chronicle all of the game's updates, listed in reverse chronological order. Only updates from 2021 are listed on this page; for older versions, see [[Version history#Older versions|older versions]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em; margin-bottom: 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==30 March &amp;amp;ndash; 0.8.4 B4==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added new help page for Water Experiment&lt;br /&gt;
* added manual skip button (Only active if autoskip is off)&lt;br /&gt;
* added AI impulse &amp;quot;Open: Labaratory&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Construction Firm&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Statue Of Cubos&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Arcade&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Shipyard&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Trading Post&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Headquarters&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* reduced goals for the first 10 prestiges in Water Experiment to make the entry less rough&lt;br /&gt;
* changed default value of strings to empty string (&amp;quot;&amp;quot;) instead of null for AI strings&lt;br /&gt;
* Town Asset UI will now only be available after unlocking at least one Town Asset&lt;br /&gt;
* removed a bunch of unused assets to reduce size&lt;br /&gt;
* removed clamp from formula that prevented speed and amount bonus bars of infinity stones from ticking more than once per frame&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* minor fix to prevent material shader in the Light Experiment from crashing due to negative color values&lt;br /&gt;
* fixed Water Experiment not progressing offline&lt;br /&gt;
* fixed Earth Experiment stability upgrade not counting properly&lt;br /&gt;
&lt;br /&gt;
==26 March &amp;amp;ndash; 0.8.4 B3==&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* fixed power buffs not refreshing in the Power Plant after canceling them&lt;br /&gt;
* prevented the game from saving fragments of previously loaded save when exiting the game via main menu&lt;br /&gt;
* reactivated loading of save game backups when data is corrupted&lt;br /&gt;
* renamed backup files back to bak.sav&lt;br /&gt;
&lt;br /&gt;
==26 March &amp;amp;ndash; 0.8.4 B2==&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* removed auto load of backup save files&lt;br /&gt;
* renamed backup files to bak2.sav&lt;br /&gt;
* fixed header in Water Experiment not refreshing when prestiging&lt;br /&gt;
* fixed power drainage in Water Experiment&lt;br /&gt;
* increased base freeze rate increase from Water Experiment&lt;br /&gt;
* replace water help page temporary with a work in progress page (New help page will follow shortly)&lt;br /&gt;
* game now auto-saves before opening the exit confirmation dialog&lt;br /&gt;
&lt;br /&gt;
==25 March &amp;amp;ndash; 0.8.4 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added new Water Experiment to replace the old one&lt;br /&gt;
* added fallback font for Chinese (Simplified)&lt;br /&gt;
* added confirmation dialog before closing the game&lt;br /&gt;
* added experimental color correction modes for various types of color blindness&lt;br /&gt;
* added tooltips to Workshop module filters&lt;br /&gt;
* added different sprites for empty Power Plant resource storage components&lt;br /&gt;
* added skill to Power Plant ('Shutdown')&lt;br /&gt;
* added exotic skill to Power Plant ('Hibernation Mode')&lt;br /&gt;
* added AI function ('Mine: has layers')&lt;br /&gt;
* added AI action ('Local: unset')&lt;br /&gt;
* added AI action ('Global: unset')&lt;br /&gt;
* added AI action ('Mine: open tab')&lt;br /&gt;
* added new module 'Extinguish'&lt;br /&gt;
* added new module 'Glacier Spikes'&lt;br /&gt;
* added new module 'Absolute Zero'&lt;br /&gt;
* [PC] added a backup save system&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* reworked the Water Experiment&lt;br /&gt;
* importing blueprint now displays missing modules&lt;br /&gt;
* AI script data is now being cached to reduce save time&lt;br /&gt;
* AI item count function is now able to count hammers&lt;br /&gt;
* counting Factory item via AI now return 0 instead of crashing when the item id is invalid&lt;br /&gt;
* counting Factory item via AI now return 0 if the Factory UI is not open&lt;br /&gt;
* shortened overall duration of optional guided Trading Post tutorial&lt;br /&gt;
* Boss 3 beat indicator now fades back to normal size much faster&lt;br /&gt;
* slightly increased the size difference of the beat indicator in Boss 3 fight&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed Trading Post not refreshing properly&lt;br /&gt;
* fixed Trading Post shield multiplier not working&lt;br /&gt;
* fixed typo in Trading Post help page&lt;br /&gt;
* fixed breadcrumbs in Factory&lt;br /&gt;
* fixed margin on Tower Testing stats UI&lt;br /&gt;
* fixed module 'Fire Bomb' not having a damage source&lt;br /&gt;
* fixed unit stats window activating while targeting with an active skill&lt;br /&gt;
* fixed camera zooming when using mouse wheel outside of game view&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B3==&lt;br /&gt;
* fixed new offers not showing up in Trading Post if the UI was closed&lt;br /&gt;
* fixed in-game stats window header being too small&lt;br /&gt;
* fixed in-game enemy info window using the old close button&lt;br /&gt;
* fixed Trading Post providing offers for not unlocked buildings&lt;br /&gt;
* fixed trade count statistic not updating&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B2==&lt;br /&gt;
* fixed missing localization for resource drop bonus from Trading Post&lt;br /&gt;
* fixed attribute modifiers not refreshing when crate amount changes in Trading Post&lt;br /&gt;
* fixed attribute modifiers not refreshing when resetting upgrades in Trading Post&lt;br /&gt;
* fixed minor raycast issue for timer in Trading Post&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B1==&lt;br /&gt;
&lt;br /&gt;
'''Trading Post Rework'''&lt;br /&gt;
* changed how the Trading Post works&lt;br /&gt;
* added new mechanic to the Trading Post&lt;br /&gt;
* added a guided Tutorial to the Trading Post&lt;br /&gt;
* added 3 new skills to the Trading Post&lt;br /&gt;
* added 1 new exotic skill to the Trading Post&lt;br /&gt;
* reworked infinity stone requirement regarding Trading Post&lt;br /&gt;
* reworked the Trading Post UI&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added confirm dialog when canceling buildings in the Construction Firm&lt;br /&gt;
* added confirm dialog when trying to reset Town perks&lt;br /&gt;
* added last saved timestamp to options menu&lt;br /&gt;
* added tooltip to the Wave Streaming button&lt;br /&gt;
* added tooltip to Power Stones in Museum&lt;br /&gt;
* added tooltip to max. crafted Power Stones indicator in Museum&lt;br /&gt;
* added a visual indicator to signal not enough resources when trying to craft in Factory&lt;br /&gt;
* added string variable support to AI&lt;br /&gt;
* added AI action ('Trading Post: Trade')&lt;br /&gt;
* added AI action ('Trading Post: Refresh')&lt;br /&gt;
* added AI function ('Trading Post: Offer Count')&lt;br /&gt;
* added AI function ('Museum: delete all')&lt;br /&gt;
* added AI function ('String: length')&lt;br /&gt;
* added AI function ('Substring')&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* clicking on skill points in Town now opens the skill menu&lt;br /&gt;
* holding shift while opening a confirm dialog will automatically confirm it with some exceptions&lt;br /&gt;
* wave highscore in normal mode now shows a checkmark if the difficulty has been completed&lt;br /&gt;
* right clicking a Power Stone from outside the inventory now tries to put it in the inventory&lt;br /&gt;
* right clicking a Power Stone from inside the inventory not tries to put it in the cubos cube or boost inventory&lt;br /&gt;
* shift+right clicking a Power Stone tries to put it in the combiner&lt;br /&gt;
* options menu now remembers the last select category until scene switch&lt;br /&gt;
* right clicking the wave streaming button now opens the software tab in the options&lt;br /&gt;
* module 'Death Wish' now displays the incoming damage directly instead of outgoing/2&lt;br /&gt;
* updated module description for 'Multishot' and 'Basic Bouncing'&lt;br /&gt;
* pressing esc in-game closes the stats window if open instead of showing the exit round dialog&lt;br /&gt;
* Town perk UI can now be closed with esc&lt;br /&gt;
* AI scripts can now be toggled on/off via right click&lt;br /&gt;
* removed 1B infinity limitation&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a rounding issue in the module unlocked statistics goal&lt;br /&gt;
* fixed blueprint name not displaying in Workshop&lt;br /&gt;
* fixed tooltips not being capitalized in Museum&lt;br /&gt;
* fixed tooltip positions on higher resolutions&lt;br /&gt;
* fixed military tier progress bar&lt;br /&gt;
* fixed Factory auto-fill offsetting the recipe in some cases&lt;br /&gt;
* fixed ore rewards flickering when using 'relative' as shard input mode&lt;br /&gt;
* fixed Mine layer count not resetting after resetting Town perks&lt;br /&gt;
* fixed Mine layer count not resetting after using layer duration infinity perk&lt;br /&gt;
* fixed nature experiment not being clickable with the AI&lt;br /&gt;
* fixed AI crashing in Steam version when doing 0/0 or 0mod0 integer arithmetic&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.8.2 B2==&lt;br /&gt;
* Hotfix: Fixed a crash when refining in Factory&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.8.2 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added root node to Factory recipe breadcrumbs&lt;br /&gt;
* added 1px gap in texture map of nature experiment to prevent UV artifacts&lt;br /&gt;
* added 1px gap to sprites on Power Plant texture map to prevent UV artifacts&lt;br /&gt;
* added grid to Town assets placement (experimental)&lt;br /&gt;
* added visual indicator that placing Town assets is not possible when reaching limit&lt;br /&gt;
* added tooltips to recipe categories in the Factory&lt;br /&gt;
* added tooltips to ore rewards&lt;br /&gt;
* added tooltips to attributes in Town stats view&lt;br /&gt;
* added tooltip size option&lt;br /&gt;
* added additional details to the idle mode description&lt;br /&gt;
* added new artifact 'Ominous Coil'&lt;br /&gt;
* added new infinity perk 'Rubber Mountain'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* changed tier indicator for buildings in Construction Firm&lt;br /&gt;
* nature experiment now supports mouse dragging&lt;br /&gt;
* adjusted background color of Dr. Cubical hints&lt;br /&gt;
* town stats UI now matches options menu theme&lt;br /&gt;
* replaced dots in Shipyard weather forecast with a line&lt;br /&gt;
* refining without reward in Factory is not possible anymore&lt;br /&gt;
* removed offline progression when server time is not available&lt;br /&gt;
* moved ore lumps into their own category&lt;br /&gt;
* tooltip of ore lumps category now explains their function&lt;br /&gt;
* moved 'Wave Horizon' from MT12 to MT11&lt;br /&gt;
* reduced base research time of 'Autoskip' by 75%&lt;br /&gt;
* increased max. level of 'the button' by 20 (10 each)&lt;br /&gt;
* increased XP bonus module max. tier from 5 to 25.&lt;br /&gt;
* idle factor now automatically includes the x2 speedup&lt;br /&gt;
* renamed 'drain' to 'prestige' in water experiment&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI learning click anchor positions&lt;br /&gt;
* fixed Workshop purchase multiplier position when using dynamic UI scaling&lt;br /&gt;
* fixed typo in Shock Ward&lt;br /&gt;
* fixed Town xp not being saved if save has been used during a Tower Testing run&lt;br /&gt;
* fixed using ESC key in the infinity board exiting to the main menu&lt;br /&gt;
* fixed Factory machine production info not updating sprites if AI inserts items during the same frame the machine completes the previous stack&lt;br /&gt;
* fixed pinned recipe order in Factory&lt;br /&gt;
* fixed shop items on cooldown not refreshing when buying skill &amp;quot;Infinite Rubber&amp;quot; in Factory&lt;br /&gt;
* fixed input dialog text not using a case-sensitive font despite being case-sensitive&lt;br /&gt;
* fixed vertices in Tower Customization not being clickable&lt;br /&gt;
* fixed pipe networks in Power Plant duplicating when breaking up a loop&lt;br /&gt;
* [PC] fixed game automatically switching to window mode in main menu even if it's set to fullscreen&lt;br /&gt;
&lt;br /&gt;
==6 March &amp;amp;ndash; 0.8.1 B3==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added AI learning feature (WIP)&lt;br /&gt;
* added tooltip to pause button&lt;br /&gt;
* added tooltips for buildings in the Construction Firm&lt;br /&gt;
* added tooltip to in-game exit button&lt;br /&gt;
* added tooltip to tower testing timers&lt;br /&gt;
* added next/previous buttons to boss selection&lt;br /&gt;
* added option to toggle tooltips on/off&lt;br /&gt;
* added option for double vsync&lt;br /&gt;
* added AI impulses for ABCDEFGHIJKLMNOPQRSTUVWXYZ keys&lt;br /&gt;
* added AI function ('Slider')&lt;br /&gt;
* added AI function ('Scrollrect')&lt;br /&gt;
* added AI function ('Get Module Cooldown')&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* refactored options menu&lt;br /&gt;
* refactored tower testing exit dialog&lt;br /&gt;
* moved exit button of buildings to the top right&lt;br /&gt;
* options menu is now procedural generated which makes it easier to add new options&lt;br /&gt;
* adjusted a few default option values&lt;br /&gt;
* adjusted value ranges and dropdown settings of a few option entries&lt;br /&gt;
* resolution settings are now global and save game independent&lt;br /&gt;
* audio settings are now global and save game independent&lt;br /&gt;
* changed datatype of drill fuel from float to double to prevent precision issues&lt;br /&gt;
* changed pause button icon when game is paused&lt;br /&gt;
* selected region, game mode and difficulty are now being saved&lt;br /&gt;
* selected game mode and difficulty stay the same if unlocked when switching region&lt;br /&gt;
* selected difficulty stays the same if unlocked when switching game mode&lt;br /&gt;
* boss upgrades of higher tiers are now locked instead of &amp;quot;see-through&amp;quot; until lower tier upgrades have been purchased&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed resource displays sometimes not updating when notation has been changed&lt;br /&gt;
* fixed being able to pin locked recipes inside the Factory&lt;br /&gt;
* fixed pinned ore lumps not being saved after chemical lumps has been unlocked&lt;br /&gt;
* fixed tooltips for disabled buttons in Factory&lt;br /&gt;
* fixed tooltips not refreshing when inserting an item in a recipe item preview slot in Factory&lt;br /&gt;
* fixed UV artifacts (weird lines) for Factory items on certain resolutions by adding a 1px gap between items&lt;br /&gt;
* fixed AI not searching through crafting grid when looking for machine input&lt;br /&gt;
* fixed idle statistics not updating when round auto-restarts&lt;br /&gt;
* fixed infinity hp/dmg multipliers not being factored in in the enemy stats display&lt;br /&gt;
* fixed new bounds and no bounds description&lt;br /&gt;
* fixed some typos&lt;br /&gt;
&lt;br /&gt;
==3 March &amp;amp;ndash; 0.8.1 B2==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added a warning if the save game timestamp is corrupt&lt;br /&gt;
* added additional info regarding boss units to in-game help page of enemy types&lt;br /&gt;
* added more tooltips to Mine&lt;br /&gt;
* added short info text to introduce new layer function&lt;br /&gt;
* added visual indicator that drilling without fuel is not possible&lt;br /&gt;
* added right click to copy AI script lines&lt;br /&gt;
* added controls tooltip to AI script lines&lt;br /&gt;
* added info text to help that indicates that green text is clickable&lt;br /&gt;
* added current version number to logfile&lt;br /&gt;
* [PC] added an extra event to tell Steam that the game is closing&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* default FPS cap setting is now 120 FPS&lt;br /&gt;
* increased cloud save cooldown from 1min to 15min to help with increased server load&lt;br /&gt;
* Mine reward chance factor scaling now ranges from [10% - 100%] instead of [0% - 100%] when unlocking a new shard type&lt;br /&gt;
* unlocking a new resource shard type in the Mine makes it start with 1 layer now&lt;br /&gt;
* tooltip of new layer now displays countdown to next layer&lt;br /&gt;
* re-scaled neutral experiment&lt;br /&gt;
* raised Trading Post base trading limit from e12 to e18&lt;br /&gt;
* adjusted battle drills description&lt;br /&gt;
* contracts are not negatively affected by Power Plant time boosts anymore&lt;br /&gt;
* slider and toggle state of Power Plant boosts is now being saved&lt;br /&gt;
* locked boss upgrades are now displayed in the UI&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed timestamp for offline time returning wrong value&lt;br /&gt;
* fixed timestamp for local save returning wrong value&lt;br /&gt;
* fixed rounding issue in universal experiment&lt;br /&gt;
* fixed rounding issue in fire experiment&lt;br /&gt;
* fixed exotic skills button not refreshing when exotic gems amount changes while the button is visible&lt;br /&gt;
* fixed a few Arcade layout issues&lt;br /&gt;
* fixed conversion dial opening inside Construction Firm below gem count display&lt;br /&gt;
* fixed text overflow of FPS limit setting&lt;br /&gt;
* fixed blueprint manager anchor&lt;br /&gt;
* fixed Workshop module list height when using dynamic UI&lt;br /&gt;
* fixed upgrade all in Workshop upgrading through tiers even if &amp;quot;max.&amp;quot; is off&lt;br /&gt;
* fixed a bug in Workshop where dragging modules while double clicking could visually duplicate them&lt;br /&gt;
* fixed Power Plant techs being unlockable before the according Power Plant tier has been reached&lt;br /&gt;
* fixed Factory allowing invalid recipe signatures into the pinned recipes list&lt;br /&gt;
* fixed chemical lumps breaking pinned ore lump recipes in Factory&lt;br /&gt;
&lt;br /&gt;
==1 March &amp;amp;ndash; 0.8.1 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltips for items and item previews in Factory&lt;br /&gt;
* added pin functionality to recipes in Factory&lt;br /&gt;
* added 1 sec. invulnerability timer to the Tower after being hit by Cylindro&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* important hotkeys are now displayed inside tooltips in the Factory&lt;br /&gt;
* reduced hitbox size of Cylindros wave attack&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a minor layout issue in the Factory&lt;br /&gt;
* fixed Blueprint button scaling in workshop&lt;br /&gt;
&lt;br /&gt;
==28 February &amp;amp;ndash; 0.8.0 B3==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltip to conversion menu button to indicate the conversion dial outside of the tutorial&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* fullscreen now works per default as borderless fullscreen&lt;br /&gt;
* Shipyard shipment upgrade prices is now rounded up&lt;br /&gt;
* energy cost is now rounded correctly in-game&lt;br /&gt;
* energy cost of active modules now refreshes properly even when influenced by other modules&lt;br /&gt;
* module order in-game for regular and active modules now matches order inside Workshop&lt;br /&gt;
* active skill bar now keeps it's open state upon stating a new run&lt;br /&gt;
* infinity stone perks are now properly refreshing when stones are being charged while the UI is open&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a rounding issue in the conversion UI that sometimes prevented usage of 100%&lt;br /&gt;
* fixed Cylindro being killable after tower has been destroyed&lt;br /&gt;
* fixed modules in Workshop still displaying a bar if they are maximized but still below their internal max. tier&lt;br /&gt;
* fixed in-game UI not fully updating when changing notation&lt;br /&gt;
* fixed rounding or era upgrade xp cost in Workshop to match with in-game cost&lt;br /&gt;
* fixed menu buttons in Perfect Space not being clickable at certain resolutions&lt;br /&gt;
&lt;br /&gt;
==27 February &amp;amp;ndash; 0.8.0 B2==&lt;br /&gt;
* added setting to limit FPS&lt;br /&gt;
* added info text regarding localization&lt;br /&gt;
* fixed conversion dial position in dynamic UI scaling mode&lt;br /&gt;
* fixed terms of service not matching resolution&lt;br /&gt;
* fixed trading post and shipyard left menu scaling in dynamic UI scaling mode&lt;br /&gt;
* fixed era sidebar not extending to the bottom of the in-game UI&lt;br /&gt;
&lt;br /&gt;
==26 February &amp;amp;ndash; 0.8.0 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added option to configure floating text limit&lt;br /&gt;
* [PC] added Steam API&lt;br /&gt;
* [PC] added possibility to connect Steam with a FireSwordStudios Account&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* max. amount of visible floating text is now per default capped at 200&lt;br /&gt;
* AI count items in Factory now returns item count from inventory + crafting grid&lt;br /&gt;
* changed promotion button in main menu&lt;br /&gt;
* charged and active universal infinity stone now glows grayish instead of black&lt;br /&gt;
* [PC] changed location where savegames are saved to&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed typo in buff (dice.stun)&lt;br /&gt;
* fixed Dryness Aura T6 stats&lt;br /&gt;
* fixed AI crashing when performing invalid arithmetic operations&lt;br /&gt;
&lt;br /&gt;
==23 February &amp;amp;ndash; 0.7.1 B3==&lt;br /&gt;
* enabled login functionality to use cloud saves&lt;br /&gt;
&lt;br /&gt;
==19 February &amp;amp;ndash; 0.7.1 B2==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added a visual indicator to show which island skin is active&lt;br /&gt;
* added new module 'Earthquake'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* resource bonus from town perks is now visible inside stats detail view&lt;br /&gt;
* using essence in era research now increases the base chance to unlock a specific module by 0.1% per essence used in case the unlock fails&lt;br /&gt;
* machines crafted in the Factory do not automatically replace a lower tier machine anymore if you have the machine handling skill&lt;br /&gt;
* AI now searches through crafting grid too for crafting ingredients and uses the crafting grid as output if the inventory is full&lt;br /&gt;
* Ember purchase screen now opens when attempting to purchase something while having too few Ember&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed charge countdown and production tick duration being swapped in the infinity stone refinement screen&lt;br /&gt;
&lt;br /&gt;
==18 February &amp;amp;ndash; 0.7.1 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added virtual currency 'Ember'&lt;br /&gt;
* added Island skins&lt;br /&gt;
* added drag-feature to Factory crafting grid&lt;br /&gt;
* added new module 'Titanium Hull'&lt;br /&gt;
* added new module 'Avalanche'&lt;br /&gt;
* added new infinity perk 'Skillpoints x2'&lt;br /&gt;
* added new infinity perk 'More Resources'&lt;br /&gt;
* added new infinity perk 'Even More Resources'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* crafting grid in Factory is now utilized as an inventory whenever space is required and the regular inventory is full&lt;br /&gt;
* shortened AI function name 'Museum: Buy Market'&lt;br /&gt;
* adjusted various values in earth experiment&lt;br /&gt;
* partially refactored resource drop formula for performance reasons&lt;br /&gt;
* infinity stones are now affected by offline time&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed infinity foundation being ignored during the first wave&lt;br /&gt;
* fixed infinity foundation priority&lt;br /&gt;
* fixed universal missing from AI function 'Museum: Buy Market'&lt;br /&gt;
* fixed forest gift reducing damage instead of amplifying it&lt;br /&gt;
* fixed gaia's path ignoring the target element&lt;br /&gt;
* fixed 'new module unlocked' text sometimes not showing up even if modules have been unlocked&lt;br /&gt;
* fixed AI overlay refreshing issue&lt;br /&gt;
* fixed typo in CPU name&lt;br /&gt;
* fixed typo in emergency crit name&lt;br /&gt;
* fixed ore disappearing when taken out from shard refiner in Factory if inventory is full&lt;br /&gt;
* fixed items produced inside machines disappear in Factory if inventory is full&lt;br /&gt;
* fixed normal 'stun' appearing as 'stun (fate)'&lt;br /&gt;
* fixed default text for in-game UI&lt;br /&gt;
* fixed text wrapping in water experiment&lt;br /&gt;
* fixed boss 4 artifact unlock chance&lt;br /&gt;
* fixed infinity stones charge ignores overflow if it gets too fast&lt;br /&gt;
&lt;br /&gt;
==8 February &amp;amp;ndash; 0.7.0 B3==&lt;br /&gt;
* fixed minor exploit regarding wave compression&lt;br /&gt;
* fixed enemies still spawning on pause&lt;br /&gt;
* fixed auto-harvest not triggering achievement in nature experiment&lt;br /&gt;
* added check if nature experiment achievement is completed after loading&lt;br /&gt;
&lt;br /&gt;
==7 February &amp;amp;ndash; 0.7.0 B2==&lt;br /&gt;
* adjusted solution for a mutation in nature experiment (hot bells)&lt;br /&gt;
* fixed a mutation in nature experiment not requiring empty spaces&lt;br /&gt;
* fixed two mutations not being unlockable (sister, everything balanced and equal)&lt;br /&gt;
* fixed description for a mutation in nature experiment (bushes try to freeze me)&lt;br /&gt;
* fixed wave compression check ignoring actual software state&lt;br /&gt;
&lt;br /&gt;
==7 February &amp;amp;ndash; 0.7.0 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added 89 new mutations to the Nature Experiment&lt;br /&gt;
* added workshop option to upgrade all modules&lt;br /&gt;
* added AI impulse ('New round')&lt;br /&gt;
* added AI function ('Tower: Health')&lt;br /&gt;
* added AI function ('Tower: Max. Health')&lt;br /&gt;
* added AI function ('Tower: Health Regeneration')&lt;br /&gt;
* added AI function ('Tower: Energy')&lt;br /&gt;
* added AI function ('Tower: Max. Energy')&lt;br /&gt;
* added AI function ('Tower: Energy Regeneration')&lt;br /&gt;
* added AI function ('Tower: Shield')&lt;br /&gt;
* added AI function ('Tower: Max. Shield')&lt;br /&gt;
* added AI function ('Is Tower Stunned') &lt;br /&gt;
* added AI function ('Negative Tower Buffs')&lt;br /&gt;
* added AI function ('Museum: Buy Offshore Market')&lt;br /&gt;
* added double version of screen width and screen height AI functions&lt;br /&gt;
* added max tier parameter to AI function 'Museum: Combine'&lt;br /&gt;
* added new software 'Wave Compression'&lt;br /&gt;
* added new achievement 'Botanist'&lt;br /&gt;
* added new module 'Emergency Crit.'&lt;br /&gt;
* added new module 'Refresh'&lt;br /&gt;
* added new module 'Gaia's Path'&lt;br /&gt;
* added new module 'Rejuvenate'&lt;br /&gt;
* added new module 'Daybloom'&lt;br /&gt;
* added new module 'Nature's Wrath'&lt;br /&gt;
* added new module 'Gigantic Vines'&lt;br /&gt;
* added new module 'Stream Of Life'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* event data is now fully pooled instead of cached per unit which potentially fixes many modules affected by that mechanic&lt;br /&gt;
* scientific and mixed scientific formatter now starts at e4 instead of e6&lt;br /&gt;
* reduced price of reforge at higher module tiers&lt;br /&gt;
* adjusted colored T5 producers in Factory to match the base conversion rate of each building a bit closer &lt;br /&gt;
* boss artifact drop-chance is now increased with each kill (+1% per kill)&lt;br /&gt;
* datetime for local saves now uses the server time instead of the PC time when comparing to cloud datetime&lt;br /&gt;
* adjusted goal requirement for nature damage bonus in nature experiment&lt;br /&gt;
* [Dynamic UI] Workshop module list will now scale based on your resolution&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI crashing when using town window state requests during tower testing&lt;br /&gt;
* fixed enemy infinity scaling not working&lt;br /&gt;
* fixed boss 2 not being defeated after all components are destroyed&lt;br /&gt;
* fixed power ups spawning in boss 1 fight after tower has died&lt;br /&gt;
* fixed module 'Dice of Fate' having 6 tiers instead of 5&lt;br /&gt;
* fixed workshop blueprint management buttons not refreshing when deleting a blueprint&lt;br /&gt;
* fixed attackspeed formatting in unit window when selecting an enemy&lt;br /&gt;
* fixed infinity stone discharge values&lt;br /&gt;
* fixed in-game UI using its own time counter&lt;br /&gt;
* fixed hitbox of mode buttons in Tower Testing screen &lt;br /&gt;
* fixed increasing power stones with infinity perk not counting for max tier&lt;br /&gt;
* fixed an issue with weather infinity perk&lt;br /&gt;
* fixed an issue with cooldown infinity perk&lt;br /&gt;
&lt;br /&gt;
==26 January &amp;amp;ndash; 0.6.10 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added new skill to Workshop ('Reforge')&lt;br /&gt;
* added new software 'Wave Storm'&lt;br /&gt;
* added new software 'Wave Marathon'&lt;br /&gt;
* added new software 'Era Horizon'&lt;br /&gt;
* added new module 'Temporal Barrier'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* scientific formatting now starts at e6&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed critical wavejump from being influenced by other softwares not explicitly connected to it&lt;br /&gt;
&lt;br /&gt;
==23 January &amp;amp;ndash; 0.6.9 B3==&lt;br /&gt;
* fixed critical wave jump from overshooting or reaching negative values&lt;br /&gt;
* fixed launch button not clickable when sandbox mode is selected&lt;br /&gt;
&lt;br /&gt;
==22 January &amp;amp;ndash; 0.6.9 B2==&lt;br /&gt;
* fixed a major issue with critical wavejump&lt;br /&gt;
* fixed era experiment hits taken from sometimes keeping the last second&lt;br /&gt;
&lt;br /&gt;
==22 January &amp;amp;ndash; 0.6.9 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* enemies are now clickable&lt;br /&gt;
* added option to change Town auto-save interval&lt;br /&gt;
* added non-effect visual feedback for missile impact (to visualize active components vs boss decoration) - Boss 2&lt;br /&gt;
* added tooltip to floating option&lt;br /&gt;
* added tooltip to auto-replant upgrade in nature experiment&lt;br /&gt;
* added tooltips to nature experiment&lt;br /&gt;
* added hint to Factory help on how to tier up ores&lt;br /&gt;
* added percent (%) input support to conversion menu&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* major in-game refactoring (changed everything - expect issues)&lt;br /&gt;
* reworked New Round UI a bit&lt;br /&gt;
* changed &amp;quot;new round&amp;quot; to &amp;quot;tower testing&amp;quot;&lt;br /&gt;
* AI is now able to trigger most toggle components via click&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed Boss 2 input handling being in the wrong update cycle which caused unresponsive behavior in certain cases&lt;br /&gt;
* fixed Boss 2 platform height to match with the lowest positioned boss component on the current side&lt;br /&gt;
* fixed hint tooltip for a plant mutation in nature experiment&lt;br /&gt;
* fixed era research hits taken from sometimes keeping the last second&lt;br /&gt;
* fixed missing chance in description of elemental splash&lt;br /&gt;
* minor texture reference fix&lt;br /&gt;
&lt;br /&gt;
==15 January &amp;amp;ndash; 0.6.8 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltip to trading post timer&lt;br /&gt;
* added info text to Headquarters server&lt;br /&gt;
* added scientific support to conversion menu&lt;br /&gt;
* added more help pages&lt;br /&gt;
* added Power Plant skill ('Component Recycling')&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* module order of active modules now matches order inside the Workshop&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed module 'basic splash' description&lt;br /&gt;
* fixed Power Plant skill ('Max. Power') not displaying bonus during bonus preview&lt;br /&gt;
&lt;br /&gt;
==14 January &amp;amp;ndash; 0.6.7 B3==&lt;br /&gt;
* fixed Tower slowly sinking in the ground when playing with low fps&lt;br /&gt;
&lt;br /&gt;
==14 January &amp;amp;ndash; 0.6.7 B2==&lt;br /&gt;
* fixed Blueprint/AI-script import/export not working&lt;br /&gt;
* enabled auto braking for navmesh agents&lt;br /&gt;
&lt;br /&gt;
==13 January &amp;amp;ndash; 0.6.7 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* updated Unity Engine to version 2020.2&lt;br /&gt;
** webgl performance improvements&lt;br /&gt;
** navmesh improvements&lt;br /&gt;
** the game should now start on MacOS BigSur Chrome&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* updated the games html/webgl container&lt;br /&gt;
* slightly extended conversion dial radius to prevent text overlapping&lt;br /&gt;
* slightly buffed Factory gem producer (1000/sec instead of 0.025/sec)&lt;br /&gt;
* town assets can now be placed behind and partially inside buildings&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI overlay from not opening after going back to the main menu&lt;br /&gt;
* fixed leaving the Factory with an Item in hand leading to the item being destroyed if the inventory is full&lt;br /&gt;
* fixed a Factory rounding issue&lt;br /&gt;
* fixed arrow key/wasd camera movement in the Town still working while in a fullscreen UI &lt;br /&gt;
&lt;br /&gt;
'''Known Issues'''&lt;br /&gt;
* game loading progressbar doesn't work on Chrome&lt;br /&gt;
&lt;br /&gt;
==11 January &amp;amp;ndash; 0.6.6 B2==&lt;br /&gt;
* fixed a typo&lt;br /&gt;
* fixed Pyramidas projectiles being untargetable due to a recent change to physics&lt;br /&gt;
* fixed infinity splash triggering at the same time as damage modules instead of afterwards&lt;br /&gt;
&lt;br /&gt;
==9 January &amp;amp;ndash; 0.6.6 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added more Dr. Cubical hints&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* armor is applied after defensive module effects&lt;br /&gt;
* improved cloud sync dialog&lt;br /&gt;
* experimental change regarding auto-repath of normal enemy navmesh agents&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed fire breath being rendered behind water in winter&lt;br /&gt;
* fixed fire breath color being overridden by frost breath&lt;br /&gt;
* fixed AI execute sync getting stuck if the script doesn't exist&lt;br /&gt;
* fixed experience not updating after purchasing in-game era upgrades&lt;br /&gt;
* fixed Power Plant pipe system (WIP)&lt;br /&gt;
* fixed an issue that prevented workshop UI components from unregistering module events (caused a tier up problem on higher military tiers)&lt;br /&gt;
* fixed typo in module 'shield of nature'&lt;br /&gt;
* fixed typo in module 'lifeleech'&lt;br /&gt;
* [PC] fixed Discord rich presence not working&lt;br /&gt;
&lt;br /&gt;
==Older versions==&lt;br /&gt;
* [[Version history/2020|Version history 2020]]&lt;br /&gt;
* [[Version history/2019|Version history 2019]]&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Sarahk</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=2670</id>
		<title>Version history 2021</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history_2021&amp;diff=2670"/>
		<updated>2022-11-28T18:57:25Z</updated>

		<summary type="html">&lt;p&gt;Sarahk: Sarahk moved page Version history to Version history 2021: It is no longer 2021&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves to chronicle all of the game's updates, listed in reverse chronological order. Only updates from 2021 are listed on this page; for older versions, see [[Version history#Older versions|older versions]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 1em; margin-bottom: 1em;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
==30 March &amp;amp;ndash; 0.8.4 B4==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added new help page for Water Experiment&lt;br /&gt;
* added manual skip button (Only active if autoskip is off)&lt;br /&gt;
* added AI impulse &amp;quot;Open: Labaratory&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Construction Firm&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Statue Of Cubos&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Arcade&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Shipyard&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Trading Post&amp;quot;&lt;br /&gt;
* added AI impulse &amp;quot;Open: Headquarters&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* reduced goals for the first 10 prestiges in Water Experiment to make the entry less rough&lt;br /&gt;
* changed default value of strings to empty string (&amp;quot;&amp;quot;) instead of null for AI strings&lt;br /&gt;
* Town Asset UI will now only be available after unlocking at least one Town Asset&lt;br /&gt;
* removed a bunch of unused assets to reduce size&lt;br /&gt;
* removed clamp from formula that prevented speed and amount bonus bars of infinity stones from ticking more than once per frame&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* minor fix to prevent material shader in the Light Experiment from crashing due to negative color values&lt;br /&gt;
* fixed Water Experiment not progressing offline&lt;br /&gt;
* fixed Earth Experiment stability upgrade not counting properly&lt;br /&gt;
&lt;br /&gt;
==26 March &amp;amp;ndash; 0.8.4 B3==&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* fixed power buffs not refreshing in the Power Plant after canceling them&lt;br /&gt;
* prevented the game from saving fragments of previously loaded save when exiting the game via main menu&lt;br /&gt;
* reactivated loading of save game backups when data is corrupted&lt;br /&gt;
* renamed backup files back to bak.sav&lt;br /&gt;
&lt;br /&gt;
==26 March &amp;amp;ndash; 0.8.4 B2==&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* removed auto load of backup save files&lt;br /&gt;
* renamed backup files to bak2.sav&lt;br /&gt;
* fixed header in Water Experiment not refreshing when prestiging&lt;br /&gt;
* fixed power drainage in Water Experiment&lt;br /&gt;
* increased base freeze rate increase from Water Experiment&lt;br /&gt;
* replace water help page temporary with a work in progress page (New help page will follow shortly)&lt;br /&gt;
* game now auto-saves before opening the exit confirmation dialog&lt;br /&gt;
&lt;br /&gt;
==25 March &amp;amp;ndash; 0.8.4 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added new Water Experiment to replace the old one&lt;br /&gt;
* added fallback font for Chinese (Simplified)&lt;br /&gt;
* added confirmation dialog before closing the game&lt;br /&gt;
* added experimental color correction modes for various types of color blindness&lt;br /&gt;
* added tooltips to Workshop module filters&lt;br /&gt;
* added different sprites for empty Power Plant resource storage components&lt;br /&gt;
* added skill to Power Plant ('Shutdown')&lt;br /&gt;
* added exotic skill to Power Plant ('Hibernation Mode')&lt;br /&gt;
* added AI function ('Mine: has layers')&lt;br /&gt;
* added AI action ('Local: unset')&lt;br /&gt;
* added AI action ('Global: unset')&lt;br /&gt;
* added AI action ('Mine: open tab')&lt;br /&gt;
* added new module 'Extinguish'&lt;br /&gt;
* added new module 'Glacier Spikes'&lt;br /&gt;
* added new module 'Absolute Zero'&lt;br /&gt;
* [PC] added a backup save system&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* reworked the Water Experiment&lt;br /&gt;
* importing blueprint now displays missing modules&lt;br /&gt;
* AI script data is now being cached to reduce save time&lt;br /&gt;
* AI item count function is now able to count hammers&lt;br /&gt;
* counting Factory item via AI now return 0 instead of crashing when the item id is invalid&lt;br /&gt;
* counting Factory item via AI now return 0 if the Factory UI is not open&lt;br /&gt;
* shortened overall duration of optional guided Trading Post tutorial&lt;br /&gt;
* Boss 3 beat indicator now fades back to normal size much faster&lt;br /&gt;
* slightly increased the size difference of the beat indicator in Boss 3 fight&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed Trading Post not refreshing properly&lt;br /&gt;
* fixed Trading Post shield multiplier not working&lt;br /&gt;
* fixed typo in Trading Post help page&lt;br /&gt;
* fixed breadcrumbs in Factory&lt;br /&gt;
* fixed margin on Tower Testing stats UI&lt;br /&gt;
* fixed module 'Fire Bomb' not having a damage source&lt;br /&gt;
* fixed unit stats window activating while targeting with an active skill&lt;br /&gt;
* fixed camera zooming when using mouse wheel outside of game view&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B3==&lt;br /&gt;
* fixed new offers not showing up in Trading Post if the UI was closed&lt;br /&gt;
* fixed in-game stats window header being too small&lt;br /&gt;
* fixed in-game enemy info window using the old close button&lt;br /&gt;
* fixed Trading Post providing offers for not unlocked buildings&lt;br /&gt;
* fixed trade count statistic not updating&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B2==&lt;br /&gt;
* fixed missing localization for resource drop bonus from Trading Post&lt;br /&gt;
* fixed attribute modifiers not refreshing when crate amount changes in Trading Post&lt;br /&gt;
* fixed attribute modifiers not refreshing when resetting upgrades in Trading Post&lt;br /&gt;
* fixed minor raycast issue for timer in Trading Post&lt;br /&gt;
&lt;br /&gt;
==19 March &amp;amp;ndash; 0.8.3 B1==&lt;br /&gt;
&lt;br /&gt;
'''Trading Post Rework'''&lt;br /&gt;
* changed how the Trading Post works&lt;br /&gt;
* added new mechanic to the Trading Post&lt;br /&gt;
* added a guided Tutorial to the Trading Post&lt;br /&gt;
* added 3 new skills to the Trading Post&lt;br /&gt;
* added 1 new exotic skill to the Trading Post&lt;br /&gt;
* reworked infinity stone requirement regarding Trading Post&lt;br /&gt;
* reworked the Trading Post UI&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added confirm dialog when canceling buildings in the Construction Firm&lt;br /&gt;
* added confirm dialog when trying to reset Town perks&lt;br /&gt;
* added last saved timestamp to options menu&lt;br /&gt;
* added tooltip to the Wave Streaming button&lt;br /&gt;
* added tooltip to Power Stones in Museum&lt;br /&gt;
* added tooltip to max. crafted Power Stones indicator in Museum&lt;br /&gt;
* added a visual indicator to signal not enough resources when trying to craft in Factory&lt;br /&gt;
* added string variable support to AI&lt;br /&gt;
* added AI action ('Trading Post: Trade')&lt;br /&gt;
* added AI action ('Trading Post: Refresh')&lt;br /&gt;
* added AI function ('Trading Post: Offer Count')&lt;br /&gt;
* added AI function ('Museum: delete all')&lt;br /&gt;
* added AI function ('String: length')&lt;br /&gt;
* added AI function ('Substring')&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* clicking on skill points in Town now opens the skill menu&lt;br /&gt;
* holding shift while opening a confirm dialog will automatically confirm it with some exceptions&lt;br /&gt;
* wave highscore in normal mode now shows a checkmark if the difficulty has been completed&lt;br /&gt;
* right clicking a Power Stone from outside the inventory now tries to put it in the inventory&lt;br /&gt;
* right clicking a Power Stone from inside the inventory not tries to put it in the cubos cube or boost inventory&lt;br /&gt;
* shift+right clicking a Power Stone tries to put it in the combiner&lt;br /&gt;
* options menu now remembers the last select category until scene switch&lt;br /&gt;
* right clicking the wave streaming button now opens the software tab in the options&lt;br /&gt;
* module 'Death Wish' now displays the incoming damage directly instead of outgoing/2&lt;br /&gt;
* updated module description for 'Multishot' and 'Basic Bouncing'&lt;br /&gt;
* pressing esc in-game closes the stats window if open instead of showing the exit round dialog&lt;br /&gt;
* Town perk UI can now be closed with esc&lt;br /&gt;
* AI scripts can now be toggled on/off via right click&lt;br /&gt;
* removed 1B infinity limitation&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a rounding issue in the module unlocked statistics goal&lt;br /&gt;
* fixed blueprint name not displaying in Workshop&lt;br /&gt;
* fixed tooltips not being capitalized in Museum&lt;br /&gt;
* fixed tooltip positions on higher resolutions&lt;br /&gt;
* fixed military tier progress bar&lt;br /&gt;
* fixed Factory auto-fill offsetting the recipe in some cases&lt;br /&gt;
* fixed ore rewards flickering when using 'relative' as shard input mode&lt;br /&gt;
* fixed Mine layer count not resetting after resetting Town perks&lt;br /&gt;
* fixed Mine layer count not resetting after using layer duration infinity perk&lt;br /&gt;
* fixed nature experiment not being clickable with the AI&lt;br /&gt;
* fixed AI crashing in Steam version when doing 0/0 or 0mod0 integer arithmetic&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.8.2 B2==&lt;br /&gt;
* Hotfix: Fixed a crash when refining in Factory&lt;br /&gt;
&lt;br /&gt;
==9 March &amp;amp;ndash; 0.8.2 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added root node to Factory recipe breadcrumbs&lt;br /&gt;
* added 1px gap in texture map of nature experiment to prevent UV artifacts&lt;br /&gt;
* added 1px gap to sprites on Power Plant texture map to prevent UV artifacts&lt;br /&gt;
* added grid to Town assets placement (experimental)&lt;br /&gt;
* added visual indicator that placing Town assets is not possible when reaching limit&lt;br /&gt;
* added tooltips to recipe categories in the Factory&lt;br /&gt;
* added tooltips to ore rewards&lt;br /&gt;
* added tooltips to attributes in Town stats view&lt;br /&gt;
* added tooltip size option&lt;br /&gt;
* added additional details to the idle mode description&lt;br /&gt;
* added new artifact 'Ominous Coil'&lt;br /&gt;
* added new infinity perk 'Rubber Mountain'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* changed tier indicator for buildings in Construction Firm&lt;br /&gt;
* nature experiment now supports mouse dragging&lt;br /&gt;
* adjusted background color of Dr. Cubical hints&lt;br /&gt;
* town stats UI now matches options menu theme&lt;br /&gt;
* replaced dots in Shipyard weather forecast with a line&lt;br /&gt;
* refining without reward in Factory is not possible anymore&lt;br /&gt;
* removed offline progression when server time is not available&lt;br /&gt;
* moved ore lumps into their own category&lt;br /&gt;
* tooltip of ore lumps category now explains their function&lt;br /&gt;
* moved 'Wave Horizon' from MT12 to MT11&lt;br /&gt;
* reduced base research time of 'Autoskip' by 75%&lt;br /&gt;
* increased max. level of 'the button' by 20 (10 each)&lt;br /&gt;
* increased XP bonus module max. tier from 5 to 25.&lt;br /&gt;
* idle factor now automatically includes the x2 speedup&lt;br /&gt;
* renamed 'drain' to 'prestige' in water experiment&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI learning click anchor positions&lt;br /&gt;
* fixed Workshop purchase multiplier position when using dynamic UI scaling&lt;br /&gt;
* fixed typo in Shock Ward&lt;br /&gt;
* fixed Town xp not being saved if save has been used during a Tower Testing run&lt;br /&gt;
* fixed using ESC key in the infinity board exiting to the main menu&lt;br /&gt;
* fixed Factory machine production info not updating sprites if AI inserts items during the same frame the machine completes the previous stack&lt;br /&gt;
* fixed pinned recipe order in Factory&lt;br /&gt;
* fixed shop items on cooldown not refreshing when buying skill &amp;quot;Infinite Rubber&amp;quot; in Factory&lt;br /&gt;
* fixed input dialog text not using a case-sensitive font despite being case-sensitive&lt;br /&gt;
* fixed vertices in Tower Customization not being clickable&lt;br /&gt;
* fixed pipe networks in Power Plant duplicating when breaking up a loop&lt;br /&gt;
* [PC] fixed game automatically switching to window mode in main menu even if it's set to fullscreen&lt;br /&gt;
&lt;br /&gt;
==6 March &amp;amp;ndash; 0.8.1 B3==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added AI learning feature (WIP)&lt;br /&gt;
* added tooltip to pause button&lt;br /&gt;
* added tooltips for buildings in the Construction Firm&lt;br /&gt;
* added tooltip to in-game exit button&lt;br /&gt;
* added tooltip to tower testing timers&lt;br /&gt;
* added next/previous buttons to boss selection&lt;br /&gt;
* added option to toggle tooltips on/off&lt;br /&gt;
* added option for double vsync&lt;br /&gt;
* added AI impulses for ABCDEFGHIJKLMNOPQRSTUVWXYZ keys&lt;br /&gt;
* added AI function ('Slider')&lt;br /&gt;
* added AI function ('Scrollrect')&lt;br /&gt;
* added AI function ('Get Module Cooldown')&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* refactored options menu&lt;br /&gt;
* refactored tower testing exit dialog&lt;br /&gt;
* moved exit button of buildings to the top right&lt;br /&gt;
* options menu is now procedural generated which makes it easier to add new options&lt;br /&gt;
* adjusted a few default option values&lt;br /&gt;
* adjusted value ranges and dropdown settings of a few option entries&lt;br /&gt;
* resolution settings are now global and save game independent&lt;br /&gt;
* audio settings are now global and save game independent&lt;br /&gt;
* changed datatype of drill fuel from float to double to prevent precision issues&lt;br /&gt;
* changed pause button icon when game is paused&lt;br /&gt;
* selected region, game mode and difficulty are now being saved&lt;br /&gt;
* selected game mode and difficulty stay the same if unlocked when switching region&lt;br /&gt;
* selected difficulty stays the same if unlocked when switching game mode&lt;br /&gt;
* boss upgrades of higher tiers are now locked instead of &amp;quot;see-through&amp;quot; until lower tier upgrades have been purchased&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed resource displays sometimes not updating when notation has been changed&lt;br /&gt;
* fixed being able to pin locked recipes inside the Factory&lt;br /&gt;
* fixed pinned ore lumps not being saved after chemical lumps has been unlocked&lt;br /&gt;
* fixed tooltips for disabled buttons in Factory&lt;br /&gt;
* fixed tooltips not refreshing when inserting an item in a recipe item preview slot in Factory&lt;br /&gt;
* fixed UV artifacts (weird lines) for Factory items on certain resolutions by adding a 1px gap between items&lt;br /&gt;
* fixed AI not searching through crafting grid when looking for machine input&lt;br /&gt;
* fixed idle statistics not updating when round auto-restarts&lt;br /&gt;
* fixed infinity hp/dmg multipliers not being factored in in the enemy stats display&lt;br /&gt;
* fixed new bounds and no bounds description&lt;br /&gt;
* fixed some typos&lt;br /&gt;
&lt;br /&gt;
==3 March &amp;amp;ndash; 0.8.1 B2==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added a warning if the save game timestamp is corrupt&lt;br /&gt;
* added additional info regarding boss units to in-game help page of enemy types&lt;br /&gt;
* added more tooltips to Mine&lt;br /&gt;
* added short info text to introduce new layer function&lt;br /&gt;
* added visual indicator that drilling without fuel is not possible&lt;br /&gt;
* added right click to copy AI script lines&lt;br /&gt;
* added controls tooltip to AI script lines&lt;br /&gt;
* added info text to help that indicates that green text is clickable&lt;br /&gt;
* added current version number to logfile&lt;br /&gt;
* [PC] added an extra event to tell Steam that the game is closing&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* default FPS cap setting is now 120 FPS&lt;br /&gt;
* increased cloud save cooldown from 1min to 15min to help with increased server load&lt;br /&gt;
* Mine reward chance factor scaling now ranges from [10% - 100%] instead of [0% - 100%] when unlocking a new shard type&lt;br /&gt;
* unlocking a new resource shard type in the Mine makes it start with 1 layer now&lt;br /&gt;
* tooltip of new layer now displays countdown to next layer&lt;br /&gt;
* re-scaled neutral experiment&lt;br /&gt;
* raised Trading Post base trading limit from e12 to e18&lt;br /&gt;
* adjusted battle drills description&lt;br /&gt;
* contracts are not negatively affected by Power Plant time boosts anymore&lt;br /&gt;
* slider and toggle state of Power Plant boosts is now being saved&lt;br /&gt;
* locked boss upgrades are now displayed in the UI&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed timestamp for offline time returning wrong value&lt;br /&gt;
* fixed timestamp for local save returning wrong value&lt;br /&gt;
* fixed rounding issue in universal experiment&lt;br /&gt;
* fixed rounding issue in fire experiment&lt;br /&gt;
* fixed exotic skills button not refreshing when exotic gems amount changes while the button is visible&lt;br /&gt;
* fixed a few Arcade layout issues&lt;br /&gt;
* fixed conversion dial opening inside Construction Firm below gem count display&lt;br /&gt;
* fixed text overflow of FPS limit setting&lt;br /&gt;
* fixed blueprint manager anchor&lt;br /&gt;
* fixed Workshop module list height when using dynamic UI&lt;br /&gt;
* fixed upgrade all in Workshop upgrading through tiers even if &amp;quot;max.&amp;quot; is off&lt;br /&gt;
* fixed a bug in Workshop where dragging modules while double clicking could visually duplicate them&lt;br /&gt;
* fixed Power Plant techs being unlockable before the according Power Plant tier has been reached&lt;br /&gt;
* fixed Factory allowing invalid recipe signatures into the pinned recipes list&lt;br /&gt;
* fixed chemical lumps breaking pinned ore lump recipes in Factory&lt;br /&gt;
&lt;br /&gt;
==1 March &amp;amp;ndash; 0.8.1 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltips for items and item previews in Factory&lt;br /&gt;
* added pin functionality to recipes in Factory&lt;br /&gt;
* added 1 sec. invulnerability timer to the Tower after being hit by Cylindro&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* important hotkeys are now displayed inside tooltips in the Factory&lt;br /&gt;
* reduced hitbox size of Cylindros wave attack&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a minor layout issue in the Factory&lt;br /&gt;
* fixed Blueprint button scaling in workshop&lt;br /&gt;
&lt;br /&gt;
==28 February &amp;amp;ndash; 0.8.0 B3==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltip to conversion menu button to indicate the conversion dial outside of the tutorial&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* fullscreen now works per default as borderless fullscreen&lt;br /&gt;
* Shipyard shipment upgrade prices is now rounded up&lt;br /&gt;
* energy cost is now rounded correctly in-game&lt;br /&gt;
* energy cost of active modules now refreshes properly even when influenced by other modules&lt;br /&gt;
* module order in-game for regular and active modules now matches order inside Workshop&lt;br /&gt;
* active skill bar now keeps it's open state upon stating a new run&lt;br /&gt;
* infinity stone perks are now properly refreshing when stones are being charged while the UI is open&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed a rounding issue in the conversion UI that sometimes prevented usage of 100%&lt;br /&gt;
* fixed Cylindro being killable after tower has been destroyed&lt;br /&gt;
* fixed modules in Workshop still displaying a bar if they are maximized but still below their internal max. tier&lt;br /&gt;
* fixed in-game UI not fully updating when changing notation&lt;br /&gt;
* fixed rounding or era upgrade xp cost in Workshop to match with in-game cost&lt;br /&gt;
* fixed menu buttons in Perfect Space not being clickable at certain resolutions&lt;br /&gt;
&lt;br /&gt;
==27 February &amp;amp;ndash; 0.8.0 B2==&lt;br /&gt;
* added setting to limit FPS&lt;br /&gt;
* added info text regarding localization&lt;br /&gt;
* fixed conversion dial position in dynamic UI scaling mode&lt;br /&gt;
* fixed terms of service not matching resolution&lt;br /&gt;
* fixed trading post and shipyard left menu scaling in dynamic UI scaling mode&lt;br /&gt;
* fixed era sidebar not extending to the bottom of the in-game UI&lt;br /&gt;
&lt;br /&gt;
==26 February &amp;amp;ndash; 0.8.0 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added option to configure floating text limit&lt;br /&gt;
* [PC] added Steam API&lt;br /&gt;
* [PC] added possibility to connect Steam with a FireSwordStudios Account&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* max. amount of visible floating text is now per default capped at 200&lt;br /&gt;
* AI count items in Factory now returns item count from inventory + crafting grid&lt;br /&gt;
* changed promotion button in main menu&lt;br /&gt;
* charged and active universal infinity stone now glows grayish instead of black&lt;br /&gt;
* [PC] changed location where savegames are saved to&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed typo in buff (dice.stun)&lt;br /&gt;
* fixed Dryness Aura T6 stats&lt;br /&gt;
* fixed AI crashing when performing invalid arithmetic operations&lt;br /&gt;
&lt;br /&gt;
==23 February &amp;amp;ndash; 0.7.1 B3==&lt;br /&gt;
* enabled login functionality to use cloud saves&lt;br /&gt;
&lt;br /&gt;
==19 February &amp;amp;ndash; 0.7.1 B2==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added a visual indicator to show which island skin is active&lt;br /&gt;
* added new module 'Earthquake'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* resource bonus from town perks is now visible inside stats detail view&lt;br /&gt;
* using essence in era research now increases the base chance to unlock a specific module by 0.1% per essence used in case the unlock fails&lt;br /&gt;
* machines crafted in the Factory do not automatically replace a lower tier machine anymore if you have the machine handling skill&lt;br /&gt;
* AI now searches through crafting grid too for crafting ingredients and uses the crafting grid as output if the inventory is full&lt;br /&gt;
* Ember purchase screen now opens when attempting to purchase something while having too few Ember&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed charge countdown and production tick duration being swapped in the infinity stone refinement screen&lt;br /&gt;
&lt;br /&gt;
==18 February &amp;amp;ndash; 0.7.1 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added virtual currency 'Ember'&lt;br /&gt;
* added Island skins&lt;br /&gt;
* added drag-feature to Factory crafting grid&lt;br /&gt;
* added new module 'Titanium Hull'&lt;br /&gt;
* added new module 'Avalanche'&lt;br /&gt;
* added new infinity perk 'Skillpoints x2'&lt;br /&gt;
* added new infinity perk 'More Resources'&lt;br /&gt;
* added new infinity perk 'Even More Resources'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* crafting grid in Factory is now utilized as an inventory whenever space is required and the regular inventory is full&lt;br /&gt;
* shortened AI function name 'Museum: Buy Market'&lt;br /&gt;
* adjusted various values in earth experiment&lt;br /&gt;
* partially refactored resource drop formula for performance reasons&lt;br /&gt;
* infinity stones are now affected by offline time&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed infinity foundation being ignored during the first wave&lt;br /&gt;
* fixed infinity foundation priority&lt;br /&gt;
* fixed universal missing from AI function 'Museum: Buy Market'&lt;br /&gt;
* fixed forest gift reducing damage instead of amplifying it&lt;br /&gt;
* fixed gaia's path ignoring the target element&lt;br /&gt;
* fixed 'new module unlocked' text sometimes not showing up even if modules have been unlocked&lt;br /&gt;
* fixed AI overlay refreshing issue&lt;br /&gt;
* fixed typo in CPU name&lt;br /&gt;
* fixed typo in emergency crit name&lt;br /&gt;
* fixed ore disappearing when taken out from shard refiner in Factory if inventory is full&lt;br /&gt;
* fixed items produced inside machines disappear in Factory if inventory is full&lt;br /&gt;
* fixed normal 'stun' appearing as 'stun (fate)'&lt;br /&gt;
* fixed default text for in-game UI&lt;br /&gt;
* fixed text wrapping in water experiment&lt;br /&gt;
* fixed boss 4 artifact unlock chance&lt;br /&gt;
* fixed infinity stones charge ignores overflow if it gets too fast&lt;br /&gt;
&lt;br /&gt;
==8 February &amp;amp;ndash; 0.7.0 B3==&lt;br /&gt;
* fixed minor exploit regarding wave compression&lt;br /&gt;
* fixed enemies still spawning on pause&lt;br /&gt;
* fixed auto-harvest not triggering achievement in nature experiment&lt;br /&gt;
* added check if nature experiment achievement is completed after loading&lt;br /&gt;
&lt;br /&gt;
==7 February &amp;amp;ndash; 0.7.0 B2==&lt;br /&gt;
* adjusted solution for a mutation in nature experiment (hot bells)&lt;br /&gt;
* fixed a mutation in nature experiment not requiring empty spaces&lt;br /&gt;
* fixed two mutations not being unlockable (sister, everything balanced and equal)&lt;br /&gt;
* fixed description for a mutation in nature experiment (bushes try to freeze me)&lt;br /&gt;
* fixed wave compression check ignoring actual software state&lt;br /&gt;
&lt;br /&gt;
==7 February &amp;amp;ndash; 0.7.0 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added 89 new mutations to the Nature Experiment&lt;br /&gt;
* added workshop option to upgrade all modules&lt;br /&gt;
* added AI impulse ('New round')&lt;br /&gt;
* added AI function ('Tower: Health')&lt;br /&gt;
* added AI function ('Tower: Max. Health')&lt;br /&gt;
* added AI function ('Tower: Health Regeneration')&lt;br /&gt;
* added AI function ('Tower: Energy')&lt;br /&gt;
* added AI function ('Tower: Max. Energy')&lt;br /&gt;
* added AI function ('Tower: Energy Regeneration')&lt;br /&gt;
* added AI function ('Tower: Shield')&lt;br /&gt;
* added AI function ('Tower: Max. Shield')&lt;br /&gt;
* added AI function ('Is Tower Stunned') &lt;br /&gt;
* added AI function ('Negative Tower Buffs')&lt;br /&gt;
* added AI function ('Museum: Buy Offshore Market')&lt;br /&gt;
* added double version of screen width and screen height AI functions&lt;br /&gt;
* added max tier parameter to AI function 'Museum: Combine'&lt;br /&gt;
* added new software 'Wave Compression'&lt;br /&gt;
* added new achievement 'Botanist'&lt;br /&gt;
* added new module 'Emergency Crit.'&lt;br /&gt;
* added new module 'Refresh'&lt;br /&gt;
* added new module 'Gaia's Path'&lt;br /&gt;
* added new module 'Rejuvenate'&lt;br /&gt;
* added new module 'Daybloom'&lt;br /&gt;
* added new module 'Nature's Wrath'&lt;br /&gt;
* added new module 'Gigantic Vines'&lt;br /&gt;
* added new module 'Stream Of Life'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* event data is now fully pooled instead of cached per unit which potentially fixes many modules affected by that mechanic&lt;br /&gt;
* scientific and mixed scientific formatter now starts at e4 instead of e6&lt;br /&gt;
* reduced price of reforge at higher module tiers&lt;br /&gt;
* adjusted colored T5 producers in Factory to match the base conversion rate of each building a bit closer &lt;br /&gt;
* boss artifact drop-chance is now increased with each kill (+1% per kill)&lt;br /&gt;
* datetime for local saves now uses the server time instead of the PC time when comparing to cloud datetime&lt;br /&gt;
* adjusted goal requirement for nature damage bonus in nature experiment&lt;br /&gt;
* [Dynamic UI] Workshop module list will now scale based on your resolution&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI crashing when using town window state requests during tower testing&lt;br /&gt;
* fixed enemy infinity scaling not working&lt;br /&gt;
* fixed boss 2 not being defeated after all components are destroyed&lt;br /&gt;
* fixed power ups spawning in boss 1 fight after tower has died&lt;br /&gt;
* fixed module 'Dice of Fate' having 6 tiers instead of 5&lt;br /&gt;
* fixed workshop blueprint management buttons not refreshing when deleting a blueprint&lt;br /&gt;
* fixed attackspeed formatting in unit window when selecting an enemy&lt;br /&gt;
* fixed infinity stone discharge values&lt;br /&gt;
* fixed in-game UI using its own time counter&lt;br /&gt;
* fixed hitbox of mode buttons in Tower Testing screen &lt;br /&gt;
* fixed increasing power stones with infinity perk not counting for max tier&lt;br /&gt;
* fixed an issue with weather infinity perk&lt;br /&gt;
* fixed an issue with cooldown infinity perk&lt;br /&gt;
&lt;br /&gt;
==26 January &amp;amp;ndash; 0.6.10 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added new skill to Workshop ('Reforge')&lt;br /&gt;
* added new software 'Wave Storm'&lt;br /&gt;
* added new software 'Wave Marathon'&lt;br /&gt;
* added new software 'Era Horizon'&lt;br /&gt;
* added new module 'Temporal Barrier'&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* scientific formatting now starts at e6&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed critical wavejump from being influenced by other softwares not explicitly connected to it&lt;br /&gt;
&lt;br /&gt;
==23 January &amp;amp;ndash; 0.6.9 B3==&lt;br /&gt;
* fixed critical wave jump from overshooting or reaching negative values&lt;br /&gt;
* fixed launch button not clickable when sandbox mode is selected&lt;br /&gt;
&lt;br /&gt;
==22 January &amp;amp;ndash; 0.6.9 B2==&lt;br /&gt;
* fixed a major issue with critical wavejump&lt;br /&gt;
* fixed era experiment hits taken from sometimes keeping the last second&lt;br /&gt;
&lt;br /&gt;
==22 January &amp;amp;ndash; 0.6.9 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* enemies are now clickable&lt;br /&gt;
* added option to change Town auto-save interval&lt;br /&gt;
* added non-effect visual feedback for missile impact (to visualize active components vs boss decoration) - Boss 2&lt;br /&gt;
* added tooltip to floating option&lt;br /&gt;
* added tooltip to auto-replant upgrade in nature experiment&lt;br /&gt;
* added tooltips to nature experiment&lt;br /&gt;
* added hint to Factory help on how to tier up ores&lt;br /&gt;
* added percent (%) input support to conversion menu&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* major in-game refactoring (changed everything - expect issues)&lt;br /&gt;
* reworked New Round UI a bit&lt;br /&gt;
* changed &amp;quot;new round&amp;quot; to &amp;quot;tower testing&amp;quot;&lt;br /&gt;
* AI is now able to trigger most toggle components via click&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed Boss 2 input handling being in the wrong update cycle which caused unresponsive behavior in certain cases&lt;br /&gt;
* fixed Boss 2 platform height to match with the lowest positioned boss component on the current side&lt;br /&gt;
* fixed hint tooltip for a plant mutation in nature experiment&lt;br /&gt;
* fixed era research hits taken from sometimes keeping the last second&lt;br /&gt;
* fixed missing chance in description of elemental splash&lt;br /&gt;
* minor texture reference fix&lt;br /&gt;
&lt;br /&gt;
==15 January &amp;amp;ndash; 0.6.8 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added tooltip to trading post timer&lt;br /&gt;
* added info text to Headquarters server&lt;br /&gt;
* added scientific support to conversion menu&lt;br /&gt;
* added more help pages&lt;br /&gt;
* added Power Plant skill ('Component Recycling')&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* module order of active modules now matches order inside the Workshop&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed module 'basic splash' description&lt;br /&gt;
* fixed Power Plant skill ('Max. Power') not displaying bonus during bonus preview&lt;br /&gt;
&lt;br /&gt;
==14 January &amp;amp;ndash; 0.6.7 B3==&lt;br /&gt;
* fixed Tower slowly sinking in the ground when playing with low fps&lt;br /&gt;
&lt;br /&gt;
==14 January &amp;amp;ndash; 0.6.7 B2==&lt;br /&gt;
* fixed Blueprint/AI-script import/export not working&lt;br /&gt;
* enabled auto braking for navmesh agents&lt;br /&gt;
&lt;br /&gt;
==13 January &amp;amp;ndash; 0.6.7 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* updated Unity Engine to version 2020.2&lt;br /&gt;
** webgl performance improvements&lt;br /&gt;
** navmesh improvements&lt;br /&gt;
** the game should now start on MacOS BigSur Chrome&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* updated the games html/webgl container&lt;br /&gt;
* slightly extended conversion dial radius to prevent text overlapping&lt;br /&gt;
* slightly buffed Factory gem producer (1000/sec instead of 0.025/sec)&lt;br /&gt;
* town assets can now be placed behind and partially inside buildings&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed AI overlay from not opening after going back to the main menu&lt;br /&gt;
* fixed leaving the Factory with an Item in hand leading to the item being destroyed if the inventory is full&lt;br /&gt;
* fixed a Factory rounding issue&lt;br /&gt;
* fixed arrow key/wasd camera movement in the Town still working while in a fullscreen UI &lt;br /&gt;
&lt;br /&gt;
'''Known Issues'''&lt;br /&gt;
* game loading progressbar doesn't work on Chrome&lt;br /&gt;
&lt;br /&gt;
==11 January &amp;amp;ndash; 0.6.6 B2==&lt;br /&gt;
* fixed a typo&lt;br /&gt;
* fixed Pyramidas projectiles being untargetable due to a recent change to physics&lt;br /&gt;
* fixed infinity splash triggering at the same time as damage modules instead of afterwards&lt;br /&gt;
&lt;br /&gt;
==9 January &amp;amp;ndash; 0.6.6 B1==&lt;br /&gt;
&lt;br /&gt;
'''New Stuff'''&lt;br /&gt;
* added more Dr. Cubical hints&lt;br /&gt;
&lt;br /&gt;
'''Changes'''&lt;br /&gt;
* armor is applied after defensive module effects&lt;br /&gt;
* improved cloud sync dialog&lt;br /&gt;
* experimental change regarding auto-repath of normal enemy navmesh agents&lt;br /&gt;
&lt;br /&gt;
'''Fixes'''&lt;br /&gt;
* fixed fire breath being rendered behind water in winter&lt;br /&gt;
* fixed fire breath color being overridden by frost breath&lt;br /&gt;
* fixed AI execute sync getting stuck if the script doesn't exist&lt;br /&gt;
* fixed experience not updating after purchasing in-game era upgrades&lt;br /&gt;
* fixed Power Plant pipe system (WIP)&lt;br /&gt;
* fixed an issue that prevented workshop UI components from unregistering module events (caused a tier up problem on higher military tiers)&lt;br /&gt;
* fixed typo in module 'shield of nature'&lt;br /&gt;
* fixed typo in module 'lifeleech'&lt;br /&gt;
* [PC] fixed Discord rich presence not working&lt;br /&gt;
&lt;br /&gt;
==Older versions==&lt;br /&gt;
* [[Version history/2020|Version history 2020]]&lt;br /&gt;
* [[Version history/2019|Version history 2019]]&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;/div&gt;</summary>
		<author><name>Sarahk</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Version_history&amp;diff=2671</id>
		<title>Version history</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Version_history&amp;diff=2671"/>
		<updated>2022-11-28T18:57:25Z</updated>

		<summary type="html">&lt;p&gt;Sarahk: Sarahk moved page Version history to Version history 2021: It is no longer 2021&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Version history 2021]]&lt;/div&gt;</summary>
		<author><name>Sarahk</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2669</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=2669"/>
		<updated>2022-11-28T18:15:06Z</updated>

		<summary type="html">&lt;p&gt;Sarahk: /* Crafter */ Updated with information on &amp;quot;new&amp;quot; mechanics&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;
Upgrades to the factory increases inventory space, crafting grid space, and unlocks new recipes.&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. &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 empty tile.&lt;br /&gt;
&lt;br /&gt;
Clicking on the trash bin through it will delete the items you are holding.&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.&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^(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;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Speed Boost Per Tier&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;
===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;
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;
|0.25&lt;br /&gt;
|150&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; |0.02&lt;br /&gt;
| rowspan=&amp;quot;12&amp;quot; |10&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, then it is to go straight for T10 ore with a low-level belt.&lt;br /&gt;
&lt;br /&gt;
It takes 2 seconds to refine 1 shard without any belt, skills, or other effects. To calculate the total time to refine including all those effects, see https://www.desmos.com/calculator/snqbg6250j.&lt;br /&gt;
&lt;br /&gt;
==Second Floor==&lt;br /&gt;
&amp;lt;small&amp;gt; Main Article: [[Specializations#Factory:_Crafter_and_Fabricator|Factory Floor 2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Second Floor of the Factory involves mainly using mass to create items, automate crafting, and growing materials from trees.&lt;br /&gt;
&lt;br /&gt;
===Crafter===&lt;br /&gt;
The Crafter is used to scan items and craft scanned items automatically, allowing you to easily craft them.&lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have a certain quantity of it (the items are consumed in the scanning process), and to have all ingredients needed to craft the item already scanned (Ores and rubber are the first items you can scan). Scanning an item will also cost Factory Resources, which varies depending on the tier of the item. The resource cost for each tier is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Resource Cost!!Quantity&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B||100&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T||50&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa||30&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi||25&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx||20&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp||15&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc||10&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No||10&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De||10&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe||5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the crafter will automatically craft all items required to make the requested items, recursively. You can also toggle the crafter to use any relevant items already in your inventory.&lt;br /&gt;
&lt;br /&gt;
===Fabricator===&lt;br /&gt;
The Fabricator is used to create items out of mass. After the second floor is unlocked, all factory items will display their mass. Their mass represents how much mass you gain from dissolving them. Their mass is also directly proportional to the resources used to make them. (With the exception of ore to ingot. Always turn your ores to dust first or don't directly turn ores to ingots, as they will lose 50% of their worth from doing so.)&lt;br /&gt;
&lt;br /&gt;
After you have scanned a item in the crafter, you can dissolve that item for mass. The mass is stored and can be used to fabricate any scanned item. The fabricator also contains an auto-mass producer, which makes mass passively. However, it is slow for how expensive it is. The  fabricator can be upgrade to increase dissolve speed, increase fabricating speed, increase maximum amount of mass, and increase auto-mass production.&lt;br /&gt;
&lt;br /&gt;
===Tree Farm===&lt;br /&gt;
The Tree Farm is used to grow items. The player can plant saplings, which will grow into trees over time. The more time the tree grows, the faster it will produce. Currently, the only type of sapling is Rubber Saplings, which produces rubber.&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''' - 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''' - Changes the recipe for ore lumps to only use 4 dust of the previous tier.&lt;br /&gt;
*'''Battle Producers''' - 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>Sarahk</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2668</id>
		<title>Specializations</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Specializations&amp;diff=2668"/>
		<updated>2022-11-28T18:12:22Z</updated>

		<summary type="html">&lt;p&gt;Sarahk: Updated Crafter information based on &amp;quot;new&amp;quot; mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upon reaching MT4, you get the chance to choose the first of three specializations from the [[Military Perks|military perks]]. Each specialization has its own perks, and you eventually get to unlock all three of them.&lt;br /&gt;
&lt;br /&gt;
You get the opportunity to choose a second and third specialization at MT8 and MT12 respectively.&lt;br /&gt;
&lt;br /&gt;
{{Spoiler hatnote|military perk specialization information and functions}}&lt;br /&gt;
&lt;br /&gt;
=Factory: Crafter and Fabricator=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Tired of crafting by hand? Then choose the factory path to unlock the crafter, fabricator, and tree farm to simplify crafting higher tier items as well as supplying you with an alternative to produce parts. Be prepared to spend a substantial amount of time in your factory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mass===&lt;br /&gt;
The basic value of an item or an item's worth.&lt;br /&gt;
&lt;br /&gt;
You can get mass by dissolving an item using the Fabricator, or by passively getting mass with the Mass Production Upgrade of the Fabricator.&lt;br /&gt;
&lt;br /&gt;
===The Crafter===&lt;br /&gt;
Automates the ability to craft scanned items with a click by using the machines and crafting grid. It also has the scanner which is used to scan items.&lt;br /&gt;
&lt;br /&gt;
To '''scan''' an item, you need to have a certain quantity of it (the items are consumed in the scanning process), and to have all ingredients needed to craft the item already scanned (Ores and rubber are the first items you can scan). Scanning an item will also cost Factory Resources, which varies depending on the tier of the item. The resource cost for each tier is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier!!Resource Cost!!Quantity&lt;br /&gt;
|-&lt;br /&gt;
|T1||100B||100&lt;br /&gt;
|-&lt;br /&gt;
|T2||100T||50&lt;br /&gt;
|-&lt;br /&gt;
|T3||100Qa||30&lt;br /&gt;
|-&lt;br /&gt;
|T4||100Qi||25&lt;br /&gt;
|-&lt;br /&gt;
|T5||100Sx||20&lt;br /&gt;
|-&lt;br /&gt;
|T6||100Sp||15&lt;br /&gt;
|-&lt;br /&gt;
|T7||100Oc||10&lt;br /&gt;
|-&lt;br /&gt;
|T8||100No||10&lt;br /&gt;
|-&lt;br /&gt;
|T9||100De||10&lt;br /&gt;
|-&lt;br /&gt;
|T10||100UDe||5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
By default, the crafter will automatically craft all items required to make the requested items, recursively. You can also toggle the crafter to use any relevant items already in your inventory.&lt;br /&gt;
&lt;br /&gt;
===The Fabricator===&lt;br /&gt;
Dissolves scanned items for mass, and Fabricates scanned items from mass.&lt;br /&gt;
&lt;br /&gt;
'''Dissolving''', it is the process of turning scanned items to mass, the amount of mass you can get from dissolving an item is based on 50% of its mass.&lt;br /&gt;
&lt;br /&gt;
'''Fabricating''', it is the process of turning mass to scanned items, the cost of fabricating an item is based on x4 of its mass.&lt;br /&gt;
&lt;br /&gt;
====Fabricator Upgrades====&lt;br /&gt;
&lt;br /&gt;
*Fabricating Speed - Increases the amount of mass that can be used for fabricating per second.&lt;br /&gt;
&lt;br /&gt;
*Dissolving Speed - Increases the amount of mass that can be gain from dissolving per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Production - Increases the amount of mass you gain passively per second.&lt;br /&gt;
&lt;br /&gt;
*Mass Capacity - Increases the maximum amount of mass you can contain.&lt;br /&gt;
&lt;br /&gt;
===The Tree Farm===&lt;br /&gt;
Unlocks the ability to passively produce certain items from trees. (Unlocks at MT6)&lt;br /&gt;
&lt;br /&gt;
You can get trees by planting '''saplings''' in the selected patch, and you can get saplings by crafting them. After planting saplings, you need to wait a certain amount of time for them to grow. Trees can produce items based on what tree they are, and the gain/s is based on total time they grow. This caps at 1 week or 168 hours where they reach the max gain/s.&lt;br /&gt;
&lt;br /&gt;
=Power Plant: Dyson Sphere=&lt;br /&gt;
&lt;br /&gt;
  &amp;quot;Choosing this path will provide you the tools to construct the most powerful energy producing device in the universe as well as the Dyson boosting system which will amplify various aspects of either the tower or the speed at which you progress through the tower testing game. Choose this path if you want to primarily focus on tower testing!&amp;quot;&lt;br /&gt;
===Dyson Sphere Information===&lt;br /&gt;
;Power Output: &lt;br /&gt;
:*Amount of Dyson energy gained from Dyson per second.&lt;br /&gt;
:*Equals to drones/500, or each drone on space provides a 0.002/s Power Output.&lt;br /&gt;
&lt;br /&gt;
;Rings: &lt;br /&gt;
:*Amount of rings formed around Dyson.&lt;br /&gt;
:*Used to stabilize a boost in Manipulations Tab.&lt;br /&gt;
&lt;br /&gt;
;Used Rings: &lt;br /&gt;
:*Amount of rings used for the Manipulation Tab.&lt;br /&gt;
&lt;br /&gt;
;Drones: &lt;br /&gt;
:*Amount of drones currently on space.&lt;br /&gt;
:*Collects Dyson energy from the Dyson Sphere.&lt;br /&gt;
:*Used for forming a ring.&lt;br /&gt;
&lt;br /&gt;
;Drones (on ground): &lt;br /&gt;
:*Amount of drones currently ready to be launched on space.&lt;br /&gt;
&lt;br /&gt;
;Dyson Energy: &lt;br /&gt;
:*The energy harvested from the Dyson sphere. &lt;br /&gt;
:*Can be collected through Drones.&lt;br /&gt;
&lt;br /&gt;
===Construction Tab===&lt;br /&gt;
Used to create drones, to launch them to space, and to form a ring.&lt;br /&gt;
&lt;br /&gt;
*Construction: Use some resource and spend some time to construct '''(x)''' drones(up to 1e15 total).&lt;br /&gt;
&lt;br /&gt;
Base construction time is 10 minutes, amount is 1 drone, and base cost is 1e11 powerplant resource.&lt;br /&gt;
&lt;br /&gt;
*Launch: Launch up to '''(x)''' drones to space for them to produce Dyson Power.&lt;br /&gt;
&lt;br /&gt;
Base launch time is 15 minutes no matter the amount. (You can't launch if a dyson ring is being formed.)&lt;br /&gt;
&lt;br /&gt;
Note that this bar work differently, drones are launched as soon as you click the launch button, and then it comes a cooldown time, during which you can't click the launch button again.&lt;br /&gt;
&lt;br /&gt;
*Form Ring: Form a Dyson Ring with the help of launched drones. (more drones = less time)&lt;br /&gt;
&lt;br /&gt;
The base time to form the first Dyson Ring is 100 hours, which gets reduced based your launched drone amount. Exact formula is &amp;lt;code&amp;gt;max(1, (360000*(100^DysonRings))^(1-Drones/(10000000*10^DysonRings)))&amp;lt;/code&amp;gt; seconds.&lt;br /&gt;
&lt;br /&gt;
Once dyson rings are formed, you can see a visual appearance of them in the overview, and you can use them in the Manipulations tab.&lt;br /&gt;
&lt;br /&gt;
=====Construction Upgrades=====&lt;br /&gt;
*Nanities Upgrade: increases the amount of drones that can be constructed by x2, but increases the price of constructing it by x3.&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e12, and each next level cost 3.5x more.&lt;br /&gt;
&lt;br /&gt;
*Rocket Cargo Upgrade: increases the amount of drones that can be launched by x5.&lt;br /&gt;
&lt;br /&gt;
Can be bought 20 times, with the first level cost 1e12, and each next level cost 9x more.&lt;br /&gt;
&lt;br /&gt;
*Space Elevator Upgrade (available at mt6): decreases the cooldown of launching drones by x0.9, and forming a Dyson ring by x0.8 .&lt;br /&gt;
&lt;br /&gt;
Can be bought 40 times, with the first level cost 1e18, and each next level cost 4x more.&lt;br /&gt;
&lt;br /&gt;
===Manipulations Tab===&lt;br /&gt;
Used to manipulate Dyson energy and turn them into useful boosts. &lt;br /&gt;
&lt;br /&gt;
To get said boosts, click the black button with next to the bar, the bar will fill up based on your Dyson energy. After filling it up with enough Dyson energy, you will reach a milestone.&lt;br /&gt;
&lt;br /&gt;
Each bar has '''milestones''', each milestone gives a buff and each consecutive milestone gives more. &lt;br /&gt;
&lt;br /&gt;
Each bar is also '''unstable''', meaning not powering it will slowly reduce the amount of Dyson energy it has.&lt;br /&gt;
&lt;br /&gt;
A ring has the power to stabilize a bar, making it not lose energy even if you're not powering it. To use a ring, simply click the black circle showing traces of the Dyson ring next to the boost you want to use the ring at. &lt;br /&gt;
&lt;br /&gt;
=====Dyson Boosts=====&lt;br /&gt;
*Town Resource Drops: x2 &amp;gt; x5 &amp;gt; x20 &amp;gt; x160 &amp;gt; x5000&lt;br /&gt;
&lt;br /&gt;
*Module Drop Rate: x1.1 &amp;gt; x1.25 &amp;gt; x1.5 &amp;gt; x2 &amp;gt; x3&lt;br /&gt;
&lt;br /&gt;
*Total Tower Damage: x5 &amp;gt; x17.5 &amp;gt; x75 &amp;gt; x500 &amp;gt; x10000&lt;br /&gt;
&lt;br /&gt;
*Incoming Damage: /2 &amp;gt; /5 &amp;gt; /20 &amp;gt; /400 &amp;gt; /25000&lt;br /&gt;
&lt;br /&gt;
*XP Drop Rate: x1.5 &amp;gt; x2.75 &amp;gt; x5 &amp;gt; x10 &amp;gt; x20&lt;br /&gt;
&lt;br /&gt;
*Wave Acceleration: x1.1 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Power Plant Boost Factor: x1.1 &amp;gt; x1.2 &amp;gt; x1.3 &amp;gt; x1.5&lt;br /&gt;
&lt;br /&gt;
*Tower Attack Range: x1.02 &amp;gt; x1.05 &amp;gt; x1.1&lt;br /&gt;
&lt;br /&gt;
*Ingame time speedup: Speed x2 --&amp;gt; Speed x3&lt;br /&gt;
&lt;br /&gt;
===Changes to Power Plant Floor 1===&lt;br /&gt;
Once you have unlocked dyson sphere, you would unlock a new structure, the '''dyson node''', in powerplant floor 1.&lt;br /&gt;
&lt;br /&gt;
Dyson nodes could provide a power gain itself without a need of other input, similar to Solar Panel and Wind Turbine. However, there is a special restriction that Dyson nodes can't be placed near each other(they can't share a common edge or corner).&lt;br /&gt;
&lt;br /&gt;
The power income per Dyson node is '''x'''&amp;lt;sup&amp;gt;'''0.25'''&amp;lt;/sup&amp;gt;, where '''x''' is your Dyson Power output in floor 2.&lt;br /&gt;
&lt;br /&gt;
=Mine: Asteroid Mining=&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;The earth is not enough so we are going to head for the stars. Asteroids can harbor precious artifacts, modules, and other treasures which are beneficial on your journey. Choose this path if you feel lucky.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cluster Tab===&lt;br /&gt;
Shows information about the clusters you have scanned.&lt;br /&gt;
&lt;br /&gt;
'''Cluster''', it is a group of asteroids.&lt;br /&gt;
&lt;br /&gt;
'''Asteroids''', these are big chunks of drillable rocks, contains a variety of items and boosts.&lt;br /&gt;
&lt;br /&gt;
'''Scanning''', it is the process of looking for clusters. The cost varies on what Military Tier you are currently on. Higher military tier also means you can find further clusters, which give more rewards, but also taking longer to drill.&lt;br /&gt;
&lt;br /&gt;
At MT6, you unlock '''Fast Scan''', it decreases the amount of time it takes to scan by 90%, but it doesn't show what possible rewards the cluster might have.&lt;br /&gt;
&lt;br /&gt;
'''Switching''', it is the process of switching what cluster you are currently observing in the asteroids tab.&lt;br /&gt;
&lt;br /&gt;
'''Delete''' (right click), it is the process of deleting the selected cluster.&lt;br /&gt;
&lt;br /&gt;
On the top of the cluster tab shows where the ''name'', ''distance'', and ''rewards'' the cluster has is shown, next to the clusters are the corresponding information.&lt;br /&gt;
&lt;br /&gt;
===Asteroids Tab===&lt;br /&gt;
Shows the asteroids of the selected cluster.&lt;br /&gt;
&lt;br /&gt;
Each asteroids have tiles which you can '''drill''' automatically by simply clicking a tile and pay some mine resource. &lt;br /&gt;
&lt;br /&gt;
You can drill multiple tiles at once, but each extra tile you drill at once increases the time to drill all tiles by x1.5 multiplicative.&lt;br /&gt;
&lt;br /&gt;
After the drilling is finished, a reward will show on the tile you drilled, clicking it will collect it. There is also an option on the top right to claim all of the current rewards shown.&lt;br /&gt;
&lt;br /&gt;
====Asteroid Mining Formula====&lt;br /&gt;
The Formula for Asteroid Mining is: '''Time''' = 2 * '''Distance''' / '''DrillPower''' * 1.5&amp;lt;sup&amp;gt;'''TileMining'''-1&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Where, '''Time''' is the amount of time it takes to mine the selected tiles in minutes. &lt;br /&gt;
&lt;br /&gt;
'''Distance''' is the distance of the cluster in AU. &lt;br /&gt;
&lt;br /&gt;
'''DrillPower''' is the after-percentage power value of the Asteroid Drill(e.g. if drill power is 1000%, use 10 in formula).&lt;br /&gt;
&lt;br /&gt;
and '''TileMining''' is the amount of tiles being mined in current asteroid(including the tile you currently select).&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*Scan Duration:&lt;br /&gt;
:Decreases the amount of time it takes to find a cluster.&lt;br /&gt;
&lt;br /&gt;
*Asteroid Drill:&lt;br /&gt;
:Increases the efficiency of drilling, or decreases the amount of time it takes to mine a tile.&lt;br /&gt;
&lt;br /&gt;
===Treasures Tab===&lt;br /&gt;
Shows the different rewards and boosts (except factory items) you have gotten from asteroids.&lt;br /&gt;
&lt;br /&gt;
Farther distances yield much better rewards.&lt;br /&gt;
&lt;br /&gt;
====Reward Types:====&lt;br /&gt;
*Modules&lt;br /&gt;
&lt;br /&gt;
*Artifacts&lt;br /&gt;
&lt;br /&gt;
*Boosts&lt;br /&gt;
Boosts increases your stats and comes in 3 different kinds:&lt;br /&gt;
:*Mine Rewards: Increases all your resource based mining rewards (town resources, mine shards, and gems).&lt;br /&gt;
:*Resource Drops: Increase all your resource drops from enemies during tower testing.&lt;br /&gt;
:*Damage Boost: Increases the total damage of the tower.&lt;br /&gt;
&lt;br /&gt;
*Factory Items&lt;br /&gt;
Item reward tiers are now linked to your current military tier.&lt;br /&gt;
:*At MT4, you can get T4 Factory Items and Below&lt;br /&gt;
:*At MT5, you can get T5 Factory Items and Below&lt;br /&gt;
And so on, and so forth.&lt;br /&gt;
:*At MT11, you can get the Gem Producer and Below&lt;br /&gt;
:*At MT12, you can get the Exotic Producer and Below&lt;br /&gt;
&lt;br /&gt;
= Trivia and Notes =&lt;br /&gt;
===The Dyson Sphere===&lt;br /&gt;
The Dyson sphere also has a nice boost to the power plant itself, making it useful beyond just tower testing. It is also one of the cheapest specializations to make early progress in, making it particularly well suited as a first choice.&lt;br /&gt;
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===The Asteroid Mining===&lt;br /&gt;
The asteroid mines give useful boosts, good artifacts, and randomly drop factory items as well. If you've been ignoring your factory, it can give you a quick leg up, or you can luck into a high-tier producer. The mine is also a good early choice.&lt;br /&gt;
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===The Crafter and Fabricator===&lt;br /&gt;
Despite the description, factory floor 2 does not actually simplify crafting much - you will still be either crafting everything by hand (and then crafting 1000x more, in order to &amp;quot;scan&amp;quot; them), or getting an AI package to do it for you. It is also extremely expensive to progress, making it almost useless until MT8. It is highly recommended that you wait and get this specialization last.&lt;br /&gt;
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===Page Contributors===&lt;br /&gt;
Authored by: [[Special:Contributions/Beyyy23|SomethingSomethingUsername]]&lt;br /&gt;
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Curated by: [[Special:Contributions/cl1694|cl1694]]&lt;br /&gt;
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Trivia and Notes Description by [[Special:Contributions/d0sboots|d0sboots]]&lt;/div&gt;</summary>
		<author><name>Sarahk</name></author>
		
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