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	<title>The Perfect Tower II - User contributions [en]</title>
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	<updated>2026-04-28T13:16:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=458</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=458"/>
		<updated>2019-12-04T21:57:50Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: Utility Modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|borderless]]&lt;br /&gt;
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.&lt;br /&gt;
&lt;br /&gt;
You can upgrade modules temporarily with experience, or go to the [[workshop]] to permanently upgrade your modules and switch them out.&lt;br /&gt;
&lt;br /&gt;
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&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 &amp;amp; Utility===&lt;br /&gt;
A module is either offensive, defensive, or utility.&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,&lt;br /&gt;
&lt;br /&gt;
doing a unique attack upon activation or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Offensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
'''Desperado'''&lt;br /&gt;
&lt;br /&gt;
'''FireStorm'''&lt;br /&gt;
&lt;br /&gt;
'''LifeLeech'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning'''&lt;br /&gt;
&lt;br /&gt;
'''Super Multishot'''&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&lt;br /&gt;
'''Advanced Splash'''&lt;br /&gt;
&lt;br /&gt;
'''Air Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Air Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Air Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Air Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Attack Speed'''&lt;br /&gt;
&lt;br /&gt;
'''Bash'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Bouncing'''&lt;br /&gt;
&lt;br /&gt;
'''Burning Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Divine Blessing'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Execution'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Ice Shards'''&lt;br /&gt;
&lt;br /&gt;
'''Impetus'''&lt;br /&gt;
&lt;br /&gt;
'''LifeSteal'''&lt;br /&gt;
&lt;br /&gt;
'''Light Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Light Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Light Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Light Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Multishot'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Nature's Touch'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral Boost'''&lt;br /&gt;
&lt;br /&gt;
'''RapidFire'''&lt;br /&gt;
&lt;br /&gt;
'''Soul Harvesting'''&lt;br /&gt;
&lt;br /&gt;
'''Sparks'''&lt;br /&gt;
&lt;br /&gt;
'''Splash'''&lt;br /&gt;
&lt;br /&gt;
'''Universal Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Universal Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Water Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Water Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Water Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Water Taste'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Defensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
'''Simple Heal'''&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&lt;br /&gt;
'''Air Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Air Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Air Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Air Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Regeneration'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Shield'''&lt;br /&gt;
&lt;br /&gt;
'''Bulletproof'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Defiance'''&lt;br /&gt;
&lt;br /&gt;
'''DaigoParry'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Elemental Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Frost Aura'''&lt;br /&gt;
&lt;br /&gt;
'''HeartStopper Aura'''&lt;br /&gt;
&lt;br /&gt;
'''Light Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Light Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Light Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Light Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Reflect'''&lt;br /&gt;
&lt;br /&gt;
'''Shelter'''&lt;br /&gt;
&lt;br /&gt;
'''Shield Recharger'''&lt;br /&gt;
&lt;br /&gt;
'''Simple Evasion'''&lt;br /&gt;
&lt;br /&gt;
'''Stone Foundation'''&lt;br /&gt;
&lt;br /&gt;
'''Strike Back'''&lt;br /&gt;
&lt;br /&gt;
'''Water Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Water Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Water Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Water Shell'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Utility modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
N/A&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&lt;br /&gt;
'''Energy'''&lt;br /&gt;
&lt;br /&gt;
'''Energy Regeneration'''&lt;br /&gt;
&lt;br /&gt;
'''Transmute'''&lt;br /&gt;
&lt;br /&gt;
'''Wave Resources'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, additive modules are usually infinite.&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=457</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=457"/>
		<updated>2019-12-04T21:55:28Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: Defensive Modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|borderless]]&lt;br /&gt;
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.&lt;br /&gt;
&lt;br /&gt;
You can upgrade modules temporarily with experience, or go to the [[workshop]] to permanently upgrade your modules and switch them out.&lt;br /&gt;
&lt;br /&gt;
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&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 &amp;amp; Utility===&lt;br /&gt;
A module is either offensive, defensive, or utility.&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,&lt;br /&gt;
&lt;br /&gt;
doing a unique attack upon activation or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Offensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
'''Desperado'''&lt;br /&gt;
&lt;br /&gt;
'''FireStorm'''&lt;br /&gt;
&lt;br /&gt;
'''LifeLeech'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning'''&lt;br /&gt;
&lt;br /&gt;
'''Super Multishot'''&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&lt;br /&gt;
'''Advanced Splash'''&lt;br /&gt;
&lt;br /&gt;
'''Air Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Air Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Air Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Air Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Attack Speed'''&lt;br /&gt;
&lt;br /&gt;
'''Bash'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Bouncing'''&lt;br /&gt;
&lt;br /&gt;
'''Burning Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Divine Blessing'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Execution'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Ice Shards'''&lt;br /&gt;
&lt;br /&gt;
'''Impetus'''&lt;br /&gt;
&lt;br /&gt;
'''LifeSteal'''&lt;br /&gt;
&lt;br /&gt;
'''Light Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Light Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Light Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Light Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Multishot'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Nature's Touch'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral Boost'''&lt;br /&gt;
&lt;br /&gt;
'''RapidFire'''&lt;br /&gt;
&lt;br /&gt;
'''Soul Harvesting'''&lt;br /&gt;
&lt;br /&gt;
'''Sparks'''&lt;br /&gt;
&lt;br /&gt;
'''Splash'''&lt;br /&gt;
&lt;br /&gt;
'''Universal Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Universal Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Water Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Water Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Water Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Water Taste'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Defensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
'''Simple Heal'''&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&lt;br /&gt;
'''Air Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Air Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Air Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Air Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Regeneration'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Shield'''&lt;br /&gt;
&lt;br /&gt;
'''Bulletproof'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Defiance'''&lt;br /&gt;
&lt;br /&gt;
'''DaigoParry'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Elemental Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Frost Aura'''&lt;br /&gt;
&lt;br /&gt;
'''HeartStopper Aura'''&lt;br /&gt;
&lt;br /&gt;
'''Light Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Light Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Light Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Light Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Shell'''&lt;br /&gt;
&lt;br /&gt;
'''Reflect'''&lt;br /&gt;
&lt;br /&gt;
'''Shelter'''&lt;br /&gt;
&lt;br /&gt;
'''Shield Recharger'''&lt;br /&gt;
&lt;br /&gt;
'''Simple Evasion'''&lt;br /&gt;
&lt;br /&gt;
'''Stone Foundation'''&lt;br /&gt;
&lt;br /&gt;
'''Strike Back'''&lt;br /&gt;
&lt;br /&gt;
'''Water Barrier'''&lt;br /&gt;
&lt;br /&gt;
'''Water Resistance'''&lt;br /&gt;
&lt;br /&gt;
'''Water Resistance (ABS.)'''&lt;br /&gt;
&lt;br /&gt;
'''Water Shell'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Utility modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, additive modules are usually infinite.&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=456</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=456"/>
		<updated>2019-12-04T21:41:54Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|borderless]]&lt;br /&gt;
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.&lt;br /&gt;
&lt;br /&gt;
You can upgrade modules temporarily with experience, or go to the [[workshop]] to permanently upgrade your modules and switch them out.&lt;br /&gt;
&lt;br /&gt;
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&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 &amp;amp; Utility===&lt;br /&gt;
A module is either offensive, defensive, or utility.&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,&lt;br /&gt;
&lt;br /&gt;
doing a unique attack upon activation or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Offensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
'''Desperado'''&lt;br /&gt;
&lt;br /&gt;
'''FireStorm'''&lt;br /&gt;
&lt;br /&gt;
'''LifeLeech'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning'''&lt;br /&gt;
&lt;br /&gt;
'''Super Multishot'''&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&lt;br /&gt;
'''Advanced Splash'''&lt;br /&gt;
&lt;br /&gt;
'''Air Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Air Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Air Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Air Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Attack Speed'''&lt;br /&gt;
&lt;br /&gt;
'''Bash'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Bouncing'''&lt;br /&gt;
&lt;br /&gt;
'''Burning Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Divine Blessing'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Execution'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Ice Shards'''&lt;br /&gt;
&lt;br /&gt;
'''Impetus'''&lt;br /&gt;
&lt;br /&gt;
'''LifeSteal'''&lt;br /&gt;
&lt;br /&gt;
'''Light Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Light Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Light Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Light Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Multishot'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Nature's Touch'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral Boost'''&lt;br /&gt;
&lt;br /&gt;
'''RapidFire'''&lt;br /&gt;
&lt;br /&gt;
'''Soul Harvesting'''&lt;br /&gt;
&lt;br /&gt;
'''Sparks'''&lt;br /&gt;
&lt;br /&gt;
'''Splash'''&lt;br /&gt;
&lt;br /&gt;
'''Universal Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Universal Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Water Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Water Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Water Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Water Taste'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Defensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Utility modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, additive modules are usually infinite.&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=455</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=455"/>
		<updated>2019-12-04T21:37:45Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: Offensive Modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|borderless]]&lt;br /&gt;
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.&lt;br /&gt;
&lt;br /&gt;
You can upgrade modules temporarily with experience, or go to the [[workshop]] to permanently upgrade your modules and switch them out.&lt;br /&gt;
&lt;br /&gt;
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&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 &amp;amp; Utility===&lt;br /&gt;
A module is either offensive, defensive, or utility.&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,&lt;br /&gt;
&lt;br /&gt;
doing a unique attack upon activation or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Offensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&lt;br /&gt;
'''Advanced Splash'''&lt;br /&gt;
&lt;br /&gt;
'''Air Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Air Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Air Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Air Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Attack Speed'''&lt;br /&gt;
&lt;br /&gt;
'''Bash'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Basic Bouncing'''&lt;br /&gt;
&lt;br /&gt;
'''Burning Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Darkness Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Desperado'''&lt;br /&gt;
&lt;br /&gt;
'''Divine Blessing'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Earth Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Electricity Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Execution'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Fire Taste'''&lt;br /&gt;
&lt;br /&gt;
'''FireStorm'''&lt;br /&gt;
&lt;br /&gt;
'''Ice Shards'''&lt;br /&gt;
&lt;br /&gt;
'''Impetus'''&lt;br /&gt;
&lt;br /&gt;
'''LifeLeech'''&lt;br /&gt;
&lt;br /&gt;
'''LifeSteal'''&lt;br /&gt;
&lt;br /&gt;
'''Light Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Light Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Light Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Light Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Lightning'''&lt;br /&gt;
&lt;br /&gt;
'''Multishot'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Nature Taste'''&lt;br /&gt;
&lt;br /&gt;
'''Nature's Touch'''&lt;br /&gt;
&lt;br /&gt;
'''Neutral Boost'''&lt;br /&gt;
&lt;br /&gt;
'''RapidFire'''&lt;br /&gt;
&lt;br /&gt;
'''Soul Harvesting'''&lt;br /&gt;
&lt;br /&gt;
'''Sparks'''&lt;br /&gt;
&lt;br /&gt;
'''Splash'''&lt;br /&gt;
&lt;br /&gt;
'''Super Multishot'''&lt;br /&gt;
&lt;br /&gt;
'''Universal Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Universal Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Water Attack'''&lt;br /&gt;
&lt;br /&gt;
'''Water Boost'''&lt;br /&gt;
&lt;br /&gt;
'''Water Burst'''&lt;br /&gt;
&lt;br /&gt;
'''Water Taste'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Defensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Utility modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, additive modules are usually infinite.&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=454</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=454"/>
		<updated>2019-12-04T21:19:56Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|borderless]]&lt;br /&gt;
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.&lt;br /&gt;
&lt;br /&gt;
You can upgrade modules temporarily with experience, or go to the [[workshop]] to permanently upgrade your modules and switch them out.&lt;br /&gt;
&lt;br /&gt;
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&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 &amp;amp; Utility===&lt;br /&gt;
A module is either offensive, defensive, or utility.&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,&lt;br /&gt;
&lt;br /&gt;
doing a unique attack upon activation or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Offensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
- '''Attack speed''' : increase the amount of attack per second the tower.&lt;br /&gt;
&lt;br /&gt;
- '''Basic attack''' : increase the tower damage amount.&lt;br /&gt;
&lt;br /&gt;
- '''Basic bouncing''' : give a change to make the tower projectile bounce.&lt;br /&gt;
&lt;br /&gt;
- '''Multishot''' : Sometime the tower will attack twice or even thrice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Defensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Utility modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.&lt;br /&gt;
&lt;br /&gt;
Percentage based modules usually cap at tier 5, additive modules are usually infinite.&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=453</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=453"/>
		<updated>2019-12-04T21:15:35Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: /* Blueprint */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
The workshop is a building where you can upgrade your tower using [[modules]].&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the workshop increases the blueprint [[Modules|module]] cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
[[Modules]] are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Clicking a [[Modules|module]] opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the [[Modules|module]]. MAX instantly maximizes the [[Modules|module]] if possible.&lt;br /&gt;
&lt;br /&gt;
[[Modules]] can be upgraded up to level 100 at the base tier. &lt;br /&gt;
&lt;br /&gt;
Additional [[Modules|module]] tiers are unlocked using the military inside the [[Headquaters|headquarters]]. Each additional tier increases the maximum level cap of a [[Modules|module]] by 100 each tier, and usually increases a static effect of the [[Modules|module]]. &lt;br /&gt;
&lt;br /&gt;
Percentage based [[modules]] are usually capped at tier 5, additive [[modules]] are usually infinite.&lt;br /&gt;
&lt;br /&gt;
Currently, there are 110 [[modules]], but there is planned to be 800.&lt;br /&gt;
&lt;br /&gt;
There are four categories of [[modules]]:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
Increases damage output or ability to kill enemies.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
Increases tower survivability. &lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities. &lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Rare [[modules]] that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of [[modules]] that require manual activation in game, using up energy, and which can be any of the 4 categories.&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where [[modules]] become active, and are inactive when in storage.&lt;br /&gt;
&lt;br /&gt;
Double clicking a [[Modules|module]] places them in the blueprint. Click and dragging also works.&lt;br /&gt;
&lt;br /&gt;
Blueprint has a [[Modules|module]] limit.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[[File:WorkshopSkills.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
No exotic skills yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=452</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=452"/>
		<updated>2019-12-04T21:14:49Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
The workshop is a building where you can upgrade your tower using [[modules]].&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the workshop increases the blueprint [[Modules|module]] cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
[[Modules]] are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Clicking a [[Modules|module]] opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the [[Modules|module]]. MAX instantly maximizes the [[Modules|module]] if possible.&lt;br /&gt;
&lt;br /&gt;
[[Modules]] can be upgraded up to level 100 at the base tier. &lt;br /&gt;
&lt;br /&gt;
Additional [[Modules|module]] tiers are unlocked using the military inside the [[Headquaters|headquarters]]. Each additional tier increases the maximum level cap of a [[Modules|module]] by 100 each tier, and usually increases a static effect of the [[Modules|module]]. &lt;br /&gt;
&lt;br /&gt;
Percentage based [[modules]] are usually capped at tier 5, additive [[modules]] are usually infinite.&lt;br /&gt;
&lt;br /&gt;
Currently, there are 110 [[modules]], but there is planned to be 800.&lt;br /&gt;
&lt;br /&gt;
There are four categories of [[modules]]:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
Increases damage output or ability to kill enemies.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
Increases tower survivability. &lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities. &lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Rare [[modules]] that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of [[modules]] that require manual activation in game, using up energy, and which can be any of the 4 categories.&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where modules become active, and are inactive when in storage.&lt;br /&gt;
&lt;br /&gt;
Double clicking a module places them in the blueprint. Click and dragging also works.&lt;br /&gt;
&lt;br /&gt;
Blueprint has a module limit.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[[File:WorkshopSkills.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
No exotic skills yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=451</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=451"/>
		<updated>2019-12-04T21:09:01Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
The workshop is a building where you can upgrade your tower using modules.&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Building Tiers==&lt;br /&gt;
Upgrading the workshop increases the blueprint module cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Modules are used to upgrade the tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Clicking a module opens the info and upgrade menu above the module storage area. [[File:I.png|frameless|20x20px]] is information; [[File:S.png|frameless|20x20px]] is stats. The x1, x5, and x25 options purchase levels by that amount if possible. 10% and 100% uses that percentage of your resources in upgrading the module. MAX instantly maximizes the module if possible.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded up to level 100 at the base tier. &lt;br /&gt;
&lt;br /&gt;
Additional module tiers are unlocked using the military inside the [[Headquaters|headquarters]]. Each additional tier increases the maximum level cap of a module by 100 each tier, and usually increases a static effect of the module. &lt;br /&gt;
&lt;br /&gt;
Percentage based modules are usually capped at tier 5, additive modules are usually infinite.&lt;br /&gt;
&lt;br /&gt;
Currently, there are 110 modules, but there is planned to be 800.&lt;br /&gt;
&lt;br /&gt;
There are four categories of modules:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
Increases damage output or ability to kill enemies.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
Increases tower survivability. &lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
Gives a benefit that is not necessarily offensive or defense. May be economic benefit, or a complementary boost to offensive and defensive capabilities. &lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Rare modules that have extremely intensive boosts, which can be offensive, defensive, or even utility. Usually found as ending goals in laboratory or super hard goals in arcade. (Probably eventually)&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of modules that require manual activation in game, using up energy, and which can be any of the 4 categories.&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where modules become active, and are inactive when in storage.&lt;br /&gt;
&lt;br /&gt;
Double clicking a module places them in the blueprint. Click and dragging also works.&lt;br /&gt;
&lt;br /&gt;
Blueprint has a module limit.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[[File:WorkshopSkills.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==Exotic Skills==&lt;br /&gt;
No exotic skills yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:S.png&amp;diff=450</id>
		<title>File:S.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:S.png&amp;diff=450"/>
		<updated>2019-12-04T20:57:54Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;S&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:I.png&amp;diff=449</id>
		<title>File:I.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:I.png&amp;diff=449"/>
		<updated>2019-12-04T20:56:59Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=445</id>
		<title>Tower Testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=445"/>
		<updated>2019-11-29T18:03:50Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: Updated new round screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NewRound2.png|thumb|The new round Screen]]&lt;br /&gt;
The [[wikipedia:Compulsion_loop|core loop]] of the game - also called ''new round'' - is where you test the strength of your tower against a variety of [[enemies]]. &lt;br /&gt;
&lt;br /&gt;
You'll only be able to say that you created the perfect tower if it can withstand any attacking force in any scenario imaginable. &lt;br /&gt;
&lt;br /&gt;
Therefore, you have to test your tower in different [[regions]] against waves of different enemy types.&lt;br /&gt;
&lt;br /&gt;
The tower gains experience by destroying attackers, with which modules installed inside the tower can be upgraded. &lt;br /&gt;
&lt;br /&gt;
The tower used for the test will be replaced by a new one at the end of the test (round), and all experience won will be lost. But don't worry! &lt;br /&gt;
&lt;br /&gt;
Testing also provides resources to unlock and upgrade modules in your [[town]]. &lt;br /&gt;
&lt;br /&gt;
As soon as you build a workshop you will also have the option to change the blueprint for your tower and the installed modules.&lt;br /&gt;
==Gameplay Loop==&lt;br /&gt;
[[File:Foresteasy.png|alt=|thumb|The core gameplay loop.]]&lt;br /&gt;
When you start a new round enemies will start approaching and attacking you from fixed locations. &lt;br /&gt;
&lt;br /&gt;
Your tower will automatically retaliate against the attackers based on the [[modules]] installed in it.&lt;br /&gt;
&lt;br /&gt;
Each time you destroy an enemy they will reward town resources and xp. &lt;br /&gt;
&lt;br /&gt;
It is important to invest your xp to upgrade modules on the left side of the screen.&lt;br /&gt;
&lt;br /&gt;
Eventually your tower will break and the round will be lost. (''Nobody can start out perfect.'') &lt;br /&gt;
&lt;br /&gt;
Losing is part of the process of getting stronger. Now that you have gained some town resource you can upgrade the your modules inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
For each round played you also gain some [[town]] xp. &lt;br /&gt;
&lt;br /&gt;
When you reach a certain amount of xp your town will level up and you get a skillpoint which you can use to purchase skills that improve building's functionality.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
There are two ways of upgrading your modules:&lt;br /&gt;
&lt;br /&gt;
===In Game===&lt;br /&gt;
You gain xp for destroying enemies that can be used to improve your modules during that round.&lt;br /&gt;
After a round is completed all modules reset back to the state they were in before the round was started.&lt;br /&gt;
&lt;br /&gt;
===In Workshop===&lt;br /&gt;
Modules can be permanently upgraded inside the [[workshop]]. &lt;br /&gt;
&lt;br /&gt;
This means that they start with a higher level when you start a new round.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
Your tower needs to work in any environment and that's why you need to test the strength of your tower in different [[regions]].&amp;lt;br /&amp;gt;[[File:RegionInfoExample.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
When you select a region, you will see a infographic displayed like the one above.  &lt;br /&gt;
&lt;br /&gt;
The percentage in the top left represents enemy difficulty. The square in the top right represents your highest wave.&lt;br /&gt;
&lt;br /&gt;
Lastly the bar on the bottom represents the [[Elements|elemental]] properties of the enemies you will encounter.&lt;br /&gt;
&lt;br /&gt;
The region can be changed by clicking on the map preview seen below:&lt;br /&gt;
&lt;br /&gt;
[[File:ForestPreviewExample.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Notice it says region 1, there are 15 regions in total for you to unlock and test your tower in.&lt;br /&gt;
&lt;br /&gt;
To unlock a new region, you need to beat the previous region with any difficulty on normal mode.&lt;br /&gt;
&lt;br /&gt;
Each region has unique enemy movement patterns, and in the future they will have special rules and effects, secrets and unlockable assets for your town.&lt;br /&gt;
&lt;br /&gt;
Most notably, each region has a random chance to drop modules. This is represented by the module icon [[File:Module.png|frameless|25x25px]] in the top left of the map preview.&lt;br /&gt;
&lt;br /&gt;
An effort should be made to collect these as they will increase your power and give you options for loadouts. &lt;br /&gt;
&lt;br /&gt;
Unlocking regions, and collecting then maxing modules will allow you to soft prestige. Soft prestige is done with the military, inside of the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
==Modes==&lt;br /&gt;
===Normal===&lt;br /&gt;
The normal mode allows you to test your tower against the environment in the given region. &lt;br /&gt;
&lt;br /&gt;
Once you complete 100 waves in this mode, you unlock the Challenge, Endless and Idle Mode for the given area as well as the normal mode for the next one.&lt;br /&gt;
&lt;br /&gt;
===Endless===&lt;br /&gt;
Same rules as the normal mode except there is no wave cap.&lt;br /&gt;
&lt;br /&gt;
===Challenge===&lt;br /&gt;
Challenge mode is not in the game yet. It is a special mode with certain rules to make the region a lot harder. Will possibly unlock sandbox.&lt;br /&gt;
&lt;br /&gt;
===Idle===&lt;br /&gt;
[[File:IdleModeExample.png|thumb|No GFX - Idle Mode]]&lt;br /&gt;
You play through it just like normal mode. Once complete it calculates your average resource gain.&lt;br /&gt;
&lt;br /&gt;
This unlocks a no GFX mode, where you simply produce resources depending on your average.&lt;br /&gt;
&lt;br /&gt;
When you select idle mode again, a button appears on the bottom left you can click to start your idle gains.&lt;br /&gt;
&lt;br /&gt;
[[File:IdleGainsExample.png|frameless]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sandbox===&lt;br /&gt;
Not unlockable yet. It is a fully customizable mode with a lot of settings to play around with.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
The difficulties control the rewards, and the strength of enemies.&lt;br /&gt;
&lt;br /&gt;
Each difficulty has to be unlocked by beating the previous tier of difficulty, difficulty options have to be separately unlocked for each region.&lt;br /&gt;
&lt;br /&gt;
Elemental resistances are increased in the higher difficulties.&lt;br /&gt;
&lt;br /&gt;
On impossible, universal cubes are added regardless of enemy composition.&lt;br /&gt;
&lt;br /&gt;
In the future, the difficulty might also influence certain rules regarding the gameplay or the environmental effects and bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:NewRound2.png&amp;diff=444</id>
		<title>File:NewRound2.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:NewRound2.png&amp;diff=444"/>
		<updated>2019-11-29T18:00:40Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated New Round page.&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Talk:The_Perfect_Tower_II&amp;diff=416</id>
		<title>Talk:The Perfect Tower II</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Talk:The_Perfect_Tower_II&amp;diff=416"/>
		<updated>2019-11-25T01:52:07Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Haha, more like IMPERFECT tower &amp;lt;sub&amp;gt;X&amp;lt;/sub&amp;gt;DDDDDDDDD&amp;lt;sup&amp;gt;DD&amp;lt;/sup&amp;gt;DDDDDDDDDDDDD&amp;lt;small&amp;gt;d&amp;lt;/small&amp;gt;DDDDDDD&amp;lt;big&amp;gt;D&amp;lt;/big&amp;gt;DDDDDDD&lt;br /&gt;
&lt;br /&gt;
Not cool man. ~ Steven&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Laboratory&amp;diff=382</id>
		<title>Laboratory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Laboratory&amp;diff=382"/>
		<updated>2019-11-21T23:48:37Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Image=Lab.png|Tier=6|ConversionRate=400|Color=Green|ColorCode=#00FE3F}}&lt;br /&gt;
The '''laboratory''' is a building where you perform various experiments in order to unlock [[modules]].&lt;br /&gt;
&lt;br /&gt;
Experiments unlock [[modules]] accordingly to it's respective element.&amp;lt;br /&amp;gt;&lt;br /&gt;
==Experiments==&lt;br /&gt;
There are 12 different experiments in the laboratory.&lt;br /&gt;
&lt;br /&gt;
The experiments function as small incremental games, where the reward for progressing in them is [[modules]].&lt;br /&gt;
&lt;br /&gt;
In the future, experiments will feature their own prestige systems.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
[[File:NeutralExperiment.png|thumb|The Neutral Experiment|alt=|none]]&lt;br /&gt;
The goal of the Neutral Experiment is to expand a sphere.&lt;br /&gt;
&lt;br /&gt;
To do this you need to buy upgrades which increase your growth per second.&lt;br /&gt;
&lt;br /&gt;
At any point to can expand to start a new sphere, this converts your growth into maximum growth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
[[File:Fire.png|thumb|The Fire Experiment|alt=|none]]&lt;br /&gt;
The goal of the Fire Experiment is to raise the temperature gauge. &lt;br /&gt;
&lt;br /&gt;
Heaters are for raising the temperature per tick. &lt;br /&gt;
&lt;br /&gt;
Tickers reduce the time per tick.&lt;br /&gt;
&lt;br /&gt;
Insulators Reduce the percentage of temperature lost per minute.&lt;br /&gt;
&lt;br /&gt;
Upgrades of a higher tier produce upgrades of their previous tier.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electricity===&lt;br /&gt;
[[File:Electricity_Experiment.png|thumb|The Electricity Experiment|alt=|none]]&lt;br /&gt;
The goal of the Electricity Experiment is to raise your amperage.&lt;br /&gt;
&lt;br /&gt;
Each coil (battery) starts with 1 wrap (cell), you can add wraps up to 20 per coil and up to 5 coils.&lt;br /&gt;
&lt;br /&gt;
Each wrap adds 1V on the coil it's on.&lt;br /&gt;
&lt;br /&gt;
The total voltage is calculated with the product of voltages of all coils.&lt;br /&gt;
&lt;br /&gt;
Each wrap's material can be upgraded to reduce it's resistance.&lt;br /&gt;
&lt;br /&gt;
The resistance of a coil is the average of the resistances of all wraps in that coil.&lt;br /&gt;
&lt;br /&gt;
Total resistance is the average of the resistances of all coils&lt;br /&gt;
&lt;br /&gt;
Amperage is calculated with Voltage(V)/Resistance(Ohm) &lt;br /&gt;
===Water===&lt;br /&gt;
[[File:WaterExperiment.png|thumb|The Water Experiment|alt=|none]]&lt;br /&gt;
The goal of the Water Experiment Is to pump and lower the temperature of water. &lt;br /&gt;
&lt;br /&gt;
The pump Produces water. '''Warning: Water can't be drained as of build &amp;quot;open alpha 0.1.8&amp;quot;, If you pump too much water you may not be able to complete the experiment'''&lt;br /&gt;
&lt;br /&gt;
The cooler lowers the temperature of the water.&lt;br /&gt;
&lt;br /&gt;
The battery increases the power output of both the pump and the cooler, increasing their efficiency. &lt;br /&gt;
===Nature===&lt;br /&gt;
[[File:NatureExperiment.png|thumb|The Nature Experiment|alt=|none]]&lt;br /&gt;
The goal of the nature experiment is to grow different varieties of plants.&lt;br /&gt;
&lt;br /&gt;
Plant seeds in the grid, water and then wait for plants to grow. Click the plants to harvest when ready, use the shovel to delete.&lt;br /&gt;
&lt;br /&gt;
You can apply warmth and cold to individual squares, and toggle day/night for the whole grid.&lt;br /&gt;
&lt;br /&gt;
Experiment with these options to find new species.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants also rewards points which can be spent to increase the time which watering lasts.&lt;br /&gt;
&lt;br /&gt;
===Earth===&lt;br /&gt;
[[File:EarthExperiment.png|thumb|The Earth Experiment|alt=|none]]&lt;br /&gt;
The goal of the Earth Experiment is to drill earth and then condense it.&lt;br /&gt;
&lt;br /&gt;
Drills dig up earth, upgrading them makes them drill earth quicker. You can purchase additional drills, but they get more expensive each purchase. &lt;br /&gt;
&lt;br /&gt;
Compression reduces volume/diameter and raises density, if it loses stability you start losing mass.&lt;br /&gt;
&lt;br /&gt;
===Air===&lt;br /&gt;
[[File:AirExperiment.png|thumb|The Air Experiment|alt=|none]]&lt;br /&gt;
The goal of the Air Experiment is to build up pressure inside a chamber&lt;br /&gt;
&lt;br /&gt;
You add compressors and upgrade their power, capacity and recharge time.&lt;br /&gt;
&lt;br /&gt;
You upgrade the hull densities to increase oxygen retention rate.&lt;br /&gt;
&lt;br /&gt;
===Darkness===&lt;br /&gt;
[[File:DarknessExperiment.png|thumb|The Darkness Experiment|alt=|none]]&lt;br /&gt;
The goal of the Darkness Experiment is to find particles in the dark.&lt;br /&gt;
&lt;br /&gt;
Use angle and noise filter to tune where you're going and use acceleration to get closer to the particle.&lt;br /&gt;
&lt;br /&gt;
The graph shows the frequency of the next particle with noise. It gets more accurate when the particle is in the center of your scan angle and faster the closer you get.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
[[File:LightExperiment.png|thumb|The Light Experiment|alt=|none]]&lt;br /&gt;
The goal of the Light Experiment is to create as much light as you can.&lt;br /&gt;
&lt;br /&gt;
You launch a particle of light inside of a light chamber to achieve this.&lt;br /&gt;
&lt;br /&gt;
Every time the particle hits a wall it loses some of it's lifetime, but creates another light source(fragment) at the impact site.&lt;br /&gt;
&lt;br /&gt;
There are four ways to upgrade your experiment:&lt;br /&gt;
&lt;br /&gt;
*'''Bounceloss:''' Reduces Lifetime loss when particle hits a wall.&lt;br /&gt;
*'''Lifetime:''' Increases total lifetime of particle.&lt;br /&gt;
*'''Lumen:'''  Increases brightness of particle.&lt;br /&gt;
*'''Fragmentpower:''' Increases the brightness of the fragments.&lt;br /&gt;
&lt;br /&gt;
==='''Universal'''===&lt;br /&gt;
[[File:UniversalExperiment.png|thumb|The Universal Experiment|alt=|none]]&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a ball.&lt;br /&gt;
&lt;br /&gt;
You need to change the pieces on the board, so that the ball passes through gravup pads as much as needed.&lt;br /&gt;
&lt;br /&gt;
Caution is needed, as the price increases every time a piece is changed. You may recreate the board to try again, if it gets too expensive.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;1.5 gravity solution&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Universal1-5strat.png|frameless]]&lt;br /&gt;
The optimal strategy to get 1.5 gravity is to place an infinity arrow facing right from the launch point.&lt;br /&gt;
Then you place three gravup pads right of that. Lastly right of the pads, put three 3-time arrows point left towards the pads.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Gem===&lt;br /&gt;
[[File:GemExperiment.png|thumb|The Gem Experiment|alt=|none]]&lt;br /&gt;
The goal of the Gem Experiment is to fill the board with gems.&lt;br /&gt;
&lt;br /&gt;
Clicking an icon rolls the icons randomly into new ones in a '''+''' formation.&lt;br /&gt;
&lt;br /&gt;
You can upgrade your chance for a roll to be a gem, you may also upgrade your chance for a gem to not be re-rolled.&lt;br /&gt;
&lt;br /&gt;
A stack requires you to fill the grid 9 times.&lt;br /&gt;
&lt;br /&gt;
===Exotic===&lt;br /&gt;
[[File:ExoticExperiment.png|thumb|The Exotic Experiment|alt=|none]]&lt;br /&gt;
The goal of the exotic experiment is to create ∞universes.&lt;br /&gt;
&lt;br /&gt;
Top middle bar produces universes.&lt;br /&gt;
&lt;br /&gt;
At base you produce 1 universe every 48 hours.&lt;br /&gt;
&lt;br /&gt;
Production Increases the amount of universes you make per bar tick.&lt;br /&gt;
&lt;br /&gt;
Time factor is a divisor to all the bar's base time?&lt;br /&gt;
&lt;br /&gt;
Bottom middle bar adds +0.001 to time factor increment and multiplies production increment by 1.05x&lt;br /&gt;
&lt;br /&gt;
You can use exotic gems to reduce the time of the bar you're upgrading. It gets more expensive with every purchase.&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each building tier constructed unlocks new experiments.&lt;br /&gt;
&lt;br /&gt;
Tier 1: Neutral&lt;br /&gt;
&lt;br /&gt;
Tier 2: Fire, Electricity&lt;br /&gt;
&lt;br /&gt;
Tier 3: Water, Nature, Earth&lt;br /&gt;
&lt;br /&gt;
Tier 4: Nothing&lt;br /&gt;
&lt;br /&gt;
Tier 5: Darkness&lt;br /&gt;
&lt;br /&gt;
Tier 6: Light, Air, Universal, Gem, Exotic&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
None yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Laboratory&amp;diff=381</id>
		<title>Laboratory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Laboratory&amp;diff=381"/>
		<updated>2019-11-21T23:47:54Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Image=Lab.png|Tier=6|ConversionRate=400|Color=Green|ColorCode=#00FE3F}}&lt;br /&gt;
The '''laboratory''' is a building where you perform various experiments in order to unlock [[modules]].&lt;br /&gt;
&lt;br /&gt;
Experiments unlock [[modules]] accordingly to it's respective element.&amp;lt;br /&amp;gt;&lt;br /&gt;
==Experiments==&lt;br /&gt;
There are 12 different experiments in the laboratory.&lt;br /&gt;
&lt;br /&gt;
The experiments function as small incremental games, where the reward for progressing in them is [[modules]].&lt;br /&gt;
&lt;br /&gt;
In the future, experiments will feature their own prestige systems.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
[[File:NeutralExperiment.png|thumb|The Neutral Experiment|alt=|none]]&lt;br /&gt;
The goal of the Neutral Experiment is to expand a sphere.&lt;br /&gt;
&lt;br /&gt;
To do this you need to buy upgrades which increase your growth per second.&lt;br /&gt;
&lt;br /&gt;
At any point to can expand to start a new sphere, this converts your growth into maximum growth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
[[File:Fire.png|thumb|The Fire Experiment|alt=|none]]&lt;br /&gt;
The goal of the Fire Experiment is to raise the temperature gauge. &lt;br /&gt;
&lt;br /&gt;
Heaters are for raising the temperature per tick. &lt;br /&gt;
&lt;br /&gt;
Tickers reduce the time per tick.&lt;br /&gt;
&lt;br /&gt;
Insulators Reduce the percentage of temperature lost per minute.&lt;br /&gt;
&lt;br /&gt;
Upgrades of a higher tier produce upgrades of their previous tier.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electricity===&lt;br /&gt;
[[File:Electricity_Experiment.png|thumb|The Electricity Experiment|alt=|none]]&lt;br /&gt;
The goal of the Electricity Experiment is to raise your amperage.&lt;br /&gt;
&lt;br /&gt;
Each coil (battery) starts with 1 wrap (cell), you can add wraps up to 20 per coil and up to 5 coils.&lt;br /&gt;
&lt;br /&gt;
Each wrap adds 1V on the coil it's on.&lt;br /&gt;
&lt;br /&gt;
The total voltage is calculated with the product of voltages of all coils.&lt;br /&gt;
&lt;br /&gt;
Each wrap's material can be upgraded to reduce it's resistance.&lt;br /&gt;
&lt;br /&gt;
The resistance of a coil is the average of the resistances of all wraps in that coil.&lt;br /&gt;
&lt;br /&gt;
Total resistance is the average of the resistances of all coils&lt;br /&gt;
&lt;br /&gt;
Amperage is calculated with Voltage(V)/Resistance(Ohm) &lt;br /&gt;
===Water===&lt;br /&gt;
[[File:WaterExperiment.png|thumb|The Water Experiment|alt=|none]]&lt;br /&gt;
The goal of the Water Experiment Is to pump and lower the temperature of water. &lt;br /&gt;
&lt;br /&gt;
The pump Produces water. '''Warning: Water can't be drained as of build &amp;quot;open alpha 0.1.8&amp;quot;, If you pump too much water you may not be able to complete the experiment'''&lt;br /&gt;
&lt;br /&gt;
The cooler lowers the temperature of the water.&lt;br /&gt;
&lt;br /&gt;
The battery increases the power output of both the pump and the cooler, increasing their efficiency. &lt;br /&gt;
===Nature===&lt;br /&gt;
[[File:NatureExperiment.png|thumb|The Nature Experiment|alt=|none]]&lt;br /&gt;
The goal of the nature experiment is to grow different varieties of plants.&lt;br /&gt;
&lt;br /&gt;
Plant seeds in the grid, water and then wait for plants to grow. Click the plants to harvest when ready, use the shovel to delete.&lt;br /&gt;
&lt;br /&gt;
You can apply warmth and cold to individual squares, and toggle day/night for the whole grid.&lt;br /&gt;
&lt;br /&gt;
Experiment with these options to find new species.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants also rewards points which can be spent to increase the time which watering lasts.&lt;br /&gt;
&lt;br /&gt;
===Earth===&lt;br /&gt;
[[File:EarthExperiment.png|thumb|The Earth Experiment|alt=|none]]&lt;br /&gt;
The goal of the Earth Experiment is to drill earth and then condense it.&lt;br /&gt;
&lt;br /&gt;
Drills dig up earth, upgrading them makes them drill earth quicker. You can purchase additional drills, but they get more expensive each purchase. &lt;br /&gt;
&lt;br /&gt;
Compression reduces volume/diameter and raises density, if it loses stability you start losing mass.&lt;br /&gt;
&lt;br /&gt;
===Air===&lt;br /&gt;
[[File:AirExperiment.png|thumb|The Air Experiment|alt=|none]]&lt;br /&gt;
The goal of the Air Experiment is to build up pressure inside a chamber&lt;br /&gt;
&lt;br /&gt;
You add compressors and upgrade their power, capacity and recharge time.&lt;br /&gt;
&lt;br /&gt;
You upgrade the hull densities to increase oxygen retention rate.&lt;br /&gt;
&lt;br /&gt;
===Darkness===&lt;br /&gt;
[[File:DarknessExperiment.png|thumb|The Darkness Experiment|alt=|none]]&lt;br /&gt;
The goal of the Darkness Experiment is to find particles in the dark.&lt;br /&gt;
&lt;br /&gt;
Use angle and noise filter to tune where you're going and use acceleration to get closer to the particle.&lt;br /&gt;
&lt;br /&gt;
The graph shows the frequency of the next particle with noise. It gets more accurate when the particle is in the center of your scan angle and faster the closer you get.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
[[File:LightExperiment.png|thumb|The Light Experiment|alt=|none]]&lt;br /&gt;
The goal of the Light Experiment is to create as much light as you can.&lt;br /&gt;
&lt;br /&gt;
You launch a particle of light inside of a light chamber to achieve this.&lt;br /&gt;
&lt;br /&gt;
Every time the particle hits a wall it loses some of it's lifetime, but creates another light source(fragment) at the impact site.&lt;br /&gt;
&lt;br /&gt;
There are four ways to upgrade your experiment:&lt;br /&gt;
&lt;br /&gt;
*'''Bounceloss:''' Reduces Lifetime loss when particle hits a wall.&lt;br /&gt;
*'''Lifetime:''' Increases total lifetime of particle.&lt;br /&gt;
*'''Lumen:'''  Increases brightness of particle.&lt;br /&gt;
*'''Fragmentpower:''' Increases the brightness of the fragments.&lt;br /&gt;
&lt;br /&gt;
==='''Universal'''===&lt;br /&gt;
[[File:UniversalExperiment.png|thumb|The Universal Experiment|alt=|none]]&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a ball.&lt;br /&gt;
&lt;br /&gt;
You need to change the pieces on the board, so that the ball passes through gravup pads as much as needed.&lt;br /&gt;
&lt;br /&gt;
Caution is needed, as the price increases every time a piece is changed. You may recreate the board to try again, if it gets too expensive.&lt;br /&gt;
&lt;br /&gt;
[[File:Universal1-5strat.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;1.5 gravity solution&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Universal1-5strat.png|frameless]]&lt;br /&gt;
The optimal strategy to get 1.5 gravity is to place an infinity arrow facing right from the launch point.&lt;br /&gt;
Then you place three gravup pads right of that. Lastly right of the pads, put three 3-time arrows point left towards the pads.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
===Gem===&lt;br /&gt;
[[File:GemExperiment.png|thumb|The Gem Experiment|alt=|none]]&lt;br /&gt;
The goal of the Gem Experiment is to fill the board with gems.&lt;br /&gt;
&lt;br /&gt;
Clicking an icon rolls the icons randomly into new ones in a '''+''' formation.&lt;br /&gt;
&lt;br /&gt;
You can upgrade your chance for a roll to be a gem, you may also upgrade your chance for a gem to not be re-rolled.&lt;br /&gt;
&lt;br /&gt;
A stack requires you to fill the grid 9 times.&lt;br /&gt;
&lt;br /&gt;
===Exotic===&lt;br /&gt;
[[File:ExoticExperiment.png|thumb|The Exotic Experiment|alt=|none]]&lt;br /&gt;
The goal of the exotic experiment is to create ∞universes.&lt;br /&gt;
&lt;br /&gt;
Top middle bar produces universes.&lt;br /&gt;
&lt;br /&gt;
At base you produce 1 universe every 48 hours.&lt;br /&gt;
&lt;br /&gt;
Production Increases the amount of universes you make per bar tick.&lt;br /&gt;
&lt;br /&gt;
Time factor is a divisor to all the bar's base time?&lt;br /&gt;
&lt;br /&gt;
Bottom middle bar adds +0.001 to time factor increment and multiplies production increment by 1.05x&lt;br /&gt;
&lt;br /&gt;
You can use exotic gems to reduce the time of the bar you're upgrading. It gets more expensive with every purchase.&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each building tier constructed unlocks new experiments.&lt;br /&gt;
&lt;br /&gt;
Tier 1: Neutral&lt;br /&gt;
&lt;br /&gt;
Tier 2: Fire, Electricity&lt;br /&gt;
&lt;br /&gt;
Tier 3: Water, Nature, Earth&lt;br /&gt;
&lt;br /&gt;
Tier 4: Nothing&lt;br /&gt;
&lt;br /&gt;
Tier 5: Darkness&lt;br /&gt;
&lt;br /&gt;
Tier 6: Light, Air, Universal, Gem, Exotic&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
None yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Universal1-5strat.png&amp;diff=380</id>
		<title>File:Universal1-5strat.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Universal1-5strat.png&amp;diff=380"/>
		<updated>2019-11-21T23:44:58Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Universal1-5strat&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=378</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=378"/>
		<updated>2019-11-20T16:13:58Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|borderless]]&lt;br /&gt;
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.&lt;br /&gt;
&lt;br /&gt;
You can upgrade modules temporarily with experience, or go to the [[workshop]] to permanently upgrade your modules and switch them out.&lt;br /&gt;
&lt;br /&gt;
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&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 &amp;amp; Utility===&lt;br /&gt;
A module is either offensive, defensive, or utility.&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,&lt;br /&gt;
&lt;br /&gt;
doing a unique attack upon activation or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Offensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
- '''Attack speed''' : increase the amount of attack per second the tower.&lt;br /&gt;
&lt;br /&gt;
- '''Basic attack''' : increase the tower damage amount.&lt;br /&gt;
&lt;br /&gt;
- '''Basic bouncing''' : give a change to make the tower projectile bounce.&lt;br /&gt;
&lt;br /&gt;
- '''Multishot''' : Sometime the tower will attack twice or even thrice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Defensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Utility modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Active==&lt;br /&gt;
&lt;br /&gt;
==Passive==&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=377</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=377"/>
		<updated>2019-11-20T16:07:30Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|borderless]]&lt;br /&gt;
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.&lt;br /&gt;
&lt;br /&gt;
You can upgrade modules temporarily with experience, or go to the [[workshop]] to permanently upgrade your modules and switch them out.&lt;br /&gt;
&lt;br /&gt;
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&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 &amp;amp; Utility===&lt;br /&gt;
A module is either offensive, defensive, or utility.&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,&lt;br /&gt;
&lt;br /&gt;
doing a unique attack upon activation or meeting the modules conditions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Offensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- '''Attack speed''' : increase the amount of attack per second the tower.&lt;br /&gt;
&lt;br /&gt;
- '''Basic attack''' : increase the tower damage amount.&lt;br /&gt;
&lt;br /&gt;
- '''Basic bouncing''' : give a change to make the tower projectile bounce.&lt;br /&gt;
&lt;br /&gt;
- '''Multishot''' : Sometime the tower will attack twice or even thrice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Defensive modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;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;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Utility modules list&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Laboratory&amp;diff=376</id>
		<title>Laboratory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Laboratory&amp;diff=376"/>
		<updated>2019-11-19T19:08:37Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Image=Lab.png|Tier=6|ConversionRate=400|Color=Green|ColorCode=#00FE3F}}&lt;br /&gt;
The '''laboratory''' is a building where you perform various experiments in order to unlock [[modules]].&lt;br /&gt;
&lt;br /&gt;
Experiments unlock [[modules]] accordingly to it's respective element.&amp;lt;br /&amp;gt;&lt;br /&gt;
==Experiments==&lt;br /&gt;
There are 12 different experiments in the laboratory.&lt;br /&gt;
&lt;br /&gt;
The experiments function as small incremental games, where the reward for progressing in them is [[modules]].&lt;br /&gt;
&lt;br /&gt;
In the future, experiments will feature their own prestige systems.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
[[File:NeutralExperiment.png|thumb|The Neutral Experiment|alt=|none]]&lt;br /&gt;
The goal of the Neutral Experiment is to expand a sphere.&lt;br /&gt;
&lt;br /&gt;
To do this you need to buy upgrades which increase your growth per second.&lt;br /&gt;
&lt;br /&gt;
At any point to can expand to start a new sphere, this converts your growth into maximum growth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
[[File:Fire.png|thumb|The Fire Experiment|alt=|none]]&lt;br /&gt;
The goal of the Fire Experiment is to raise the temperature gauge. &lt;br /&gt;
&lt;br /&gt;
Heaters are for raising the temperature per tick. &lt;br /&gt;
&lt;br /&gt;
Tickers reduce the time per tick.&lt;br /&gt;
&lt;br /&gt;
Insulators Reduce the percentage of temperature lost per minute.&lt;br /&gt;
&lt;br /&gt;
Upgrades of a higher tier produce upgrades of their previous tier.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electricity===&lt;br /&gt;
[[File:Electricity_Experiment.png|thumb|The Electricity Experiment|alt=|none]]&lt;br /&gt;
The goal of the Electricity Experiment is to raise your amperage.&lt;br /&gt;
&lt;br /&gt;
Each coil (battery) starts with 1 wrap (cell), you can add wraps up to 20 per coil and up to 5 coils.&lt;br /&gt;
&lt;br /&gt;
Each wrap adds 1V on the coil it's on.&lt;br /&gt;
&lt;br /&gt;
The total voltage is calculated with the product of voltages of all coils.&lt;br /&gt;
&lt;br /&gt;
Each wrap's material can be upgraded to reduce it's resistance.&lt;br /&gt;
&lt;br /&gt;
The resistance of a coil is the average of the resistances of all wraps in that coil.&lt;br /&gt;
&lt;br /&gt;
Total resistance is the average of the resistances of all coils&lt;br /&gt;
&lt;br /&gt;
Amperage is calculated with Voltage(V)/Resistance(Ohm) &lt;br /&gt;
===Water===&lt;br /&gt;
[[File:WaterExperiment.png|thumb|The Water Experiment|alt=|none]]&lt;br /&gt;
The goal of the Water Experiment Is to pump and lower the temperature of water. &lt;br /&gt;
&lt;br /&gt;
The pump Produces water. '''Warning: Water can't be drained as of build &amp;quot;open alpha 0.1.8&amp;quot;, If you pump too much water you may not be able to complete the experiment'''&lt;br /&gt;
&lt;br /&gt;
The cooler lowers the temperature of the water.&lt;br /&gt;
&lt;br /&gt;
The battery increases the power output of both the pump and the cooler, increasing their efficiency. &lt;br /&gt;
===Nature===&lt;br /&gt;
[[File:NatureExperiment.png|thumb|The Nature Experiment|alt=|none]]&lt;br /&gt;
The goal of the nature experiment is to grow different varieties of plants.&lt;br /&gt;
&lt;br /&gt;
Plant seeds in the grid, water and then wait for plants to grow. Click the plants to harvest when ready, use the shovel to delete.&lt;br /&gt;
&lt;br /&gt;
You can apply warmth and cold to individual squares, and toggle day/night for the whole grid.&lt;br /&gt;
&lt;br /&gt;
Experiment with these options to find new species.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants also rewards points which can be spent to increase the time which watering lasts.&lt;br /&gt;
&lt;br /&gt;
===Earth===&lt;br /&gt;
[[File:EarthExperiment.png|thumb|The Earth Experiment|alt=|none]]&lt;br /&gt;
The goal of the Earth Experiment is to drill earth and then condense it.&lt;br /&gt;
&lt;br /&gt;
Drills dig up earth, upgrading them makes them drill earth quicker. You can purchase additional drills, but they get more expensive each purchase. &lt;br /&gt;
&lt;br /&gt;
Compression reduces volume/diameter and raises density, if it loses stability you start losing mass.&lt;br /&gt;
&lt;br /&gt;
===Air===&lt;br /&gt;
[[File:AirExperiment.png|thumb|The Air Experiment|alt=|none]]&lt;br /&gt;
The goal of the Air Experiment is to build up pressure inside a chamber&lt;br /&gt;
&lt;br /&gt;
You add compressors and upgrade their power, capacity and recharge time.&lt;br /&gt;
&lt;br /&gt;
You upgrade the hull densities to increase oxygen retention rate.&lt;br /&gt;
&lt;br /&gt;
===Darkness===&lt;br /&gt;
[[File:DarknessExperiment.png|thumb|The Darkness Experiment|alt=|none]]&lt;br /&gt;
The goal of the Darkness Experiment is to find particles in the dark.&lt;br /&gt;
&lt;br /&gt;
Use angle and noise filter to tune where you're going and use acceleration to get closer to the particle.&lt;br /&gt;
&lt;br /&gt;
The graph shows the frequency of the next particle with noise. It gets more accurate when the particle is in the center of your scan angle and faster the closer you get.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
[[File:LightExperiment.png|thumb|The Light Experiment|alt=|none]]&lt;br /&gt;
The goal of the Light Experiment is to create as much light as you can.&lt;br /&gt;
&lt;br /&gt;
You launch a particle of light inside of a light chamber to achieve this.&lt;br /&gt;
&lt;br /&gt;
Every time the particle hits a wall it loses some of it's lifetime, but creates another light source(fragment) at the impact site.&lt;br /&gt;
&lt;br /&gt;
There are four ways to upgrade your experiment:&lt;br /&gt;
&lt;br /&gt;
*'''Bounceloss:''' Reduces Lifetime loss when particle hits a wall.&lt;br /&gt;
*'''Lifetime:''' Increases total lifetime of particle.&lt;br /&gt;
*'''Lumen:'''  Increases brightness of particle.&lt;br /&gt;
*'''Fragmentpower:''' Increases the brightness of the fragments.&lt;br /&gt;
&lt;br /&gt;
==='''Universal'''===&lt;br /&gt;
[[File:UniversalExperiment.png|thumb|The Universal Experiment|alt=|none]]&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a ball.&lt;br /&gt;
&lt;br /&gt;
You need to change the pieces on the board, so that the ball passes through gravup pads as much as needed.&lt;br /&gt;
&lt;br /&gt;
Caution is needed, as the price increases every time a piece is changed. You may recreate the board to try again, if it gets too expensive.&lt;br /&gt;
&lt;br /&gt;
===Gem===&lt;br /&gt;
[[File:GemExperiment.png|thumb|The Gem Experiment|alt=|none]]&lt;br /&gt;
The goal of the Gem Experiment is to fill the board with gems.&lt;br /&gt;
&lt;br /&gt;
Clicking an icon rolls the icons randomly into new ones in a '''+''' formation.&lt;br /&gt;
&lt;br /&gt;
You can upgrade your chance for a roll to be a gem, you may also upgrade your chance for a gem to not be re-rolled.&lt;br /&gt;
&lt;br /&gt;
A stack requires you to fill the grid 9 times.&lt;br /&gt;
&lt;br /&gt;
===Exotic===&lt;br /&gt;
[[File:ExoticExperiment.png|thumb|The Exotic Experiment|alt=|none]]&lt;br /&gt;
The goal of the exotic experiment is to create ∞universes.&lt;br /&gt;
&lt;br /&gt;
Top middle bar produces universes.&lt;br /&gt;
&lt;br /&gt;
At base you produce 1 universe every 48 hours.&lt;br /&gt;
&lt;br /&gt;
Production Increases the amount of universes you make per bar tick.&lt;br /&gt;
&lt;br /&gt;
Time factor is a divisor to all the bar's base time?&lt;br /&gt;
&lt;br /&gt;
Bottom middle bar adds +0.001 to time factor increment and multiplies production increment by 1.05x&lt;br /&gt;
&lt;br /&gt;
You can use exotic gems to reduce the time of the bar you're upgrading. It gets more expensive with every purchase.&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each building tier constructed unlocks new experiments.&lt;br /&gt;
&lt;br /&gt;
Tier 1: Neutral&lt;br /&gt;
&lt;br /&gt;
Tier 2: Fire, Electricity&lt;br /&gt;
&lt;br /&gt;
Tier 3: Water, Nature, Earth&lt;br /&gt;
&lt;br /&gt;
Tier 4: Nothing&lt;br /&gt;
&lt;br /&gt;
Tier 5: Darkness&lt;br /&gt;
&lt;br /&gt;
Tier 6: Light, Air, Universal, Gem, Exotic&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
None yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Laboratory&amp;diff=375</id>
		<title>Laboratory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Laboratory&amp;diff=375"/>
		<updated>2019-11-19T19:00:21Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Image=Lab.png|Tier=6|ConversionRate=400|Color=Green|ColorCode=#00FE3F}}&lt;br /&gt;
The '''laboratory''' is a building where you perform various experiments in order to unlock [[modules]].&lt;br /&gt;
&lt;br /&gt;
Experiments unlock [[modules]] accordingly to it's respective element.&amp;lt;br /&amp;gt;&lt;br /&gt;
==Experiments==&lt;br /&gt;
There are 12 different experiments in the laboratory.&lt;br /&gt;
&lt;br /&gt;
The experiments function as small incremental games, where the reward for progressing in them is [[modules]].&lt;br /&gt;
&lt;br /&gt;
In the future, experiments will feature their own prestige systems.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
[[File:NeutralExperiment.png|thumb|The Neutral Experiment|alt=|none]]&lt;br /&gt;
The goal of the Neutral Experiment is to expand a sphere.&lt;br /&gt;
&lt;br /&gt;
To do this you need to buy upgrades which increase your growth per second.&lt;br /&gt;
&lt;br /&gt;
At any point to can expand to start a new sphere, this converts your growth into maximum growth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
[[File:Fire.png|thumb|The Fire Experiment|alt=|none]]&lt;br /&gt;
The goal of the Fire Experiment is to raise the temperature gauge. &lt;br /&gt;
&lt;br /&gt;
Heaters are for raising the temperature per tick. &lt;br /&gt;
&lt;br /&gt;
Tickers reduce the time per tick.&lt;br /&gt;
&lt;br /&gt;
Insulators Reduce the percentage of temperature lost per minute.&lt;br /&gt;
&lt;br /&gt;
Upgrades of a higher tier produce upgrades of their previous tier.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electricity===&lt;br /&gt;
[[File:Electricity_Experiment.png|thumb|The Electricity Experiment|alt=|none]]&lt;br /&gt;
The goal of the Electricity Experiment is to raise your amperage.&lt;br /&gt;
&lt;br /&gt;
Each coil (battery) starts with 1 wrap (cell), you can add wraps up to 20 per coil and up to 5 coils.&lt;br /&gt;
&lt;br /&gt;
Each wrap adds 1V on the coil it's on.&lt;br /&gt;
&lt;br /&gt;
The total voltage is calculated with the product of voltages of all coils.&lt;br /&gt;
&lt;br /&gt;
Each wrap's material can be upgraded to reduce it's resistance.&lt;br /&gt;
&lt;br /&gt;
The resistance of a coil is the average of the resistances of all wraps in that coil.&lt;br /&gt;
&lt;br /&gt;
Total resistance is the average of the resistances of all coils&lt;br /&gt;
&lt;br /&gt;
Amperage is calculated with Voltage(V)/Resistance(Ohm) &lt;br /&gt;
===Water===&lt;br /&gt;
[[File:WaterExperiment.png|thumb|The Water Experiment|alt=|none]]&lt;br /&gt;
The goal of the Water Experiment Is to pump and lower the temperature of water. &lt;br /&gt;
&lt;br /&gt;
The pump Produces water. '''Warning: Water can't be drained as of build &amp;quot;open alpha 0.1.8&amp;quot;, If you pump too much water you may not be able to complete the experiment'''&lt;br /&gt;
&lt;br /&gt;
The cooler lowers the temperature of the water.&lt;br /&gt;
&lt;br /&gt;
The battery increases the power output of both the pump and the cooler, increasing their efficiency. &lt;br /&gt;
===Nature===&lt;br /&gt;
[[File:NatureExperiment.png|thumb|The Nature Experiment|alt=|none]]&lt;br /&gt;
The goal of the nature experiment is to grow different varieties of plants.&lt;br /&gt;
&lt;br /&gt;
Plant seeds in the grid, water and then wait for plants to grow. Click the plants to harvest when ready, use the shovel to delete.&lt;br /&gt;
&lt;br /&gt;
You can apply warmth and cold to individual squares, and toggle day/night for the whole grid.&lt;br /&gt;
&lt;br /&gt;
Experiment with these options to find new species.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants also rewards points which can be spent to increase the time which watering lasts.&lt;br /&gt;
&lt;br /&gt;
===Earth===&lt;br /&gt;
[[File:EarthExperiment.png|thumb|The Earth Experiment|alt=|none]]&lt;br /&gt;
The goal of the Earth Experiment is to drill earth and then condense it.&lt;br /&gt;
&lt;br /&gt;
Drills dig up earth, upgrading them makes them drill earth quicker. You can purchase additional drills, but they get more expensive each purchase. &lt;br /&gt;
&lt;br /&gt;
Compression reduces volume/diameter and raises density, if it loses stability you start losing mass.&lt;br /&gt;
&lt;br /&gt;
===Air===&lt;br /&gt;
[[File:AirExperiment.png|thumb|The Air Experiment|alt=|none]]&lt;br /&gt;
The goal is to build up pressure inside a chamber&lt;br /&gt;
&lt;br /&gt;
You add compressors and upgrade their power, capacity and recharge time.&lt;br /&gt;
&lt;br /&gt;
You upgrade the hull densities to increase oxygen retention rate.&lt;br /&gt;
&lt;br /&gt;
===Darkness===&lt;br /&gt;
[[File:DarknessExperiment.png|thumb|The Darkness Experiment|alt=|none]]&lt;br /&gt;
The goal of the Darkness Experiment is to find particles in the dark.&lt;br /&gt;
&lt;br /&gt;
Use angle and noise filter to tune where you're going and use acceleration to get closer to the particle.&lt;br /&gt;
&lt;br /&gt;
The graph shows the frequency of the next particle with noise. It gets more accurate when the particle is in the center of your scan angle and faster the closer you get.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
[[File:LightExperiment.png|thumb|The Light Experiment|alt=|none]]&lt;br /&gt;
The goal of the Light Experiment is to create as much light as you can.&lt;br /&gt;
&lt;br /&gt;
You launch a particle of light inside of a light chamber to achieve this.&lt;br /&gt;
&lt;br /&gt;
Every time the particle hits a wall it loses some of it's lifetime, but creates another light source at the impact site.&lt;br /&gt;
&lt;br /&gt;
There are four ways to upgrade your experiment:&lt;br /&gt;
&lt;br /&gt;
* '''Bounceloss:''' Reduces Lifetime loss when particle hits a wall.&lt;br /&gt;
* '''Lifetime:''' Increases total lifetime of particle.&lt;br /&gt;
* '''Lumen:'''&lt;br /&gt;
* '''Fragmentpower:'''&lt;br /&gt;
&lt;br /&gt;
==='''Universal'''===&lt;br /&gt;
[[File:UniversalExperiment.png|thumb|The Universal Experiment|alt=|none]]&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a ball.&lt;br /&gt;
&lt;br /&gt;
You need to change the pieces on the board, so that the ball passes through gravup pads as much as needed.&lt;br /&gt;
&lt;br /&gt;
Caution is needed, as the price increases every time a piece is changed. You may recreate the board to try again, if it gets too expensive.&lt;br /&gt;
&lt;br /&gt;
===Gem===&lt;br /&gt;
[[File:GemExperiment.png|thumb|The Gem Experiment|alt=|none]]&lt;br /&gt;
The goal of the Gem Experiment is to fill the board with gems.&lt;br /&gt;
&lt;br /&gt;
Clicking an icon rolls the icons randomly into new ones in a '''+''' formation.&lt;br /&gt;
&lt;br /&gt;
You can upgrade your chance for a roll to be a gem, you may also upgrade your chance for a gem to not be re-rolled.&lt;br /&gt;
&lt;br /&gt;
A stack requires you to fill the grid 9 times.&lt;br /&gt;
&lt;br /&gt;
===Exotic===&lt;br /&gt;
[[File:ExoticExperiment.png|thumb|The Exotic Experiment|alt=|none]]&lt;br /&gt;
The goal of the exotic experiment is to create ∞universes.&lt;br /&gt;
&lt;br /&gt;
Top middle bar produces universes.&lt;br /&gt;
&lt;br /&gt;
At base you produce 1 universe every 48 hours.&lt;br /&gt;
&lt;br /&gt;
Production Increases the amount of universes you make per bar tick.&lt;br /&gt;
&lt;br /&gt;
Time factor is a divisor to all the bar's base time?&lt;br /&gt;
&lt;br /&gt;
Bottom middle bar adds +0.001 to time factor increment and multiplies production increment by 1.05x&lt;br /&gt;
&lt;br /&gt;
You can use exotic gems to reduce the time of the bar you're upgrading. It gets more expensive with every purchase.&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each building tier constructed unlocks new experiments.&lt;br /&gt;
&lt;br /&gt;
Tier 1: Neutral&lt;br /&gt;
&lt;br /&gt;
Tier 2: Fire, Electricity&lt;br /&gt;
&lt;br /&gt;
Tier 3: Water, Nature, Earth&lt;br /&gt;
&lt;br /&gt;
Tier 4: Nothing&lt;br /&gt;
&lt;br /&gt;
Tier 5: Darkness&lt;br /&gt;
&lt;br /&gt;
Tier 6: Light, Air, Universal, Gem, Exotic&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
None yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Laboratory&amp;diff=374</id>
		<title>Laboratory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Laboratory&amp;diff=374"/>
		<updated>2019-11-19T18:28:26Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Image=Lab.png|Tier=6|ConversionRate=400|Color=Green|ColorCode=#00FE3F}}&lt;br /&gt;
The '''laboratory''' is a building where you perform various experiments in order to unlock modules.&lt;br /&gt;
&lt;br /&gt;
Experiments unlock modules accordingly to it's respective element.&amp;lt;br /&amp;gt;&lt;br /&gt;
==Experiments==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
[[File:NeutralExperiment.png|thumb|The Neutral Experiment|alt=|none]]&lt;br /&gt;
The goal of the Neutral Experiment is to expand a sphere.&lt;br /&gt;
&lt;br /&gt;
To do this you need to buy upgrades which increase your growth per second.&lt;br /&gt;
&lt;br /&gt;
At any point to can expand to start a new sphere, this converts your growth into maximum growth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
[[File:Fire.png|thumb|The Fire Experiment|alt=|none]]&lt;br /&gt;
The goal of the Fire Experiment is to raise the temperature gauge. &lt;br /&gt;
&lt;br /&gt;
Heaters are for raising the temperature per tick.&lt;br /&gt;
&lt;br /&gt;
Tickers reduce the time per tick.&lt;br /&gt;
&lt;br /&gt;
Insulators Reduce the percentage of temperature lost per minute.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Electricity===&lt;br /&gt;
[[File:Electricity_Experiment.png|thumb|The Electricity Experiment|alt=|none]]&lt;br /&gt;
The goal of the Electricity Experiment is to raise your amperage.&lt;br /&gt;
&lt;br /&gt;
Each coil (battery) starts with 1 wrap (cell), you can add wraps up to 20 per coil and up to 5 coils.&lt;br /&gt;
&lt;br /&gt;
Each wrap adds 1V on the coil it's on.&lt;br /&gt;
&lt;br /&gt;
The total voltage is calculated with the product of voltages of all coils.&lt;br /&gt;
&lt;br /&gt;
Each wrap's material can be upgraded to reduce it's resistance.&lt;br /&gt;
&lt;br /&gt;
The resistance of a coil is the average of the resistances of all wraps in that coil.&lt;br /&gt;
&lt;br /&gt;
Total resistance is the average of the resistances of all coils&lt;br /&gt;
&lt;br /&gt;
Amperage is calculated with Voltage(V)/Resistance(Ohm) &amp;lt;!-- I don't understand the electricity experiment. --&amp;gt;&lt;br /&gt;
===Water===&lt;br /&gt;
[[File:WaterExperiment.png|thumb|The Water Experiment|alt=|none]]&lt;br /&gt;
The goal of the Water Experiment Is to pump and lower the temperature of water. &lt;br /&gt;
&lt;br /&gt;
The pump Produces water. '''Warning: Water can't be drained as of build &amp;quot;open alpha 0.1.8&amp;quot;, If you pump too much water you may not be able to complete the experiment'''&lt;br /&gt;
&lt;br /&gt;
The cooler lowers the temperature of the water.&lt;br /&gt;
&lt;br /&gt;
The battery increases the power output of both the pump and the cooler, increasing their efficiency. &amp;lt;!-- I don't know --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nature===&lt;br /&gt;
[[File:NatureExperiment.png|thumb|The Nature Experiment|alt=|none]]&lt;br /&gt;
The goal of the nature experiment is to grow different varieties of plants.&lt;br /&gt;
&lt;br /&gt;
Plant seeds in the grid, water and then wait for plants to grow. Click the plants to harvest when ready, use the shovel to delete.&lt;br /&gt;
&lt;br /&gt;
You can apply warmth and cold to individual squares, and toggle day/night for the whole grid.&lt;br /&gt;
&lt;br /&gt;
Experiment with these options to find new species.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants also rewards points which can be spent to increase the time which watering lasts.&lt;br /&gt;
&lt;br /&gt;
===Earth===&lt;br /&gt;
[[File:EarthExperiment.png|thumb|The Earth Experiment|alt=|none]]&lt;br /&gt;
The goal of the Earth Experiment is to drill soil and then condense it.&lt;br /&gt;
&lt;br /&gt;
Drills dig up soil. &lt;br /&gt;
&lt;br /&gt;
Compression reduces volume/diameter and raises density, if it loses stability you start losing mass.&lt;br /&gt;
&lt;br /&gt;
===Air===&lt;br /&gt;
[[File:AirExperiment.png|thumb|The Air Experiment|alt=|none]]&lt;br /&gt;
The goal is to build up pressure inside a chamber&lt;br /&gt;
&lt;br /&gt;
You add compressors and upgrade their power, capacity and recharge time.&lt;br /&gt;
&lt;br /&gt;
You upgrade the hull densities to increase oxygen retention rate.&lt;br /&gt;
&lt;br /&gt;
===Darkness===&lt;br /&gt;
[[File:DarknessExperiment.png|thumb|The Darkness Experiment|alt=|none]]&lt;br /&gt;
The goal of the Darkness Experiment is to find particles in the dark.&lt;br /&gt;
&lt;br /&gt;
Use angle and noise filter to tune where you're going and use acceleration to get closer to the particle.&lt;br /&gt;
&lt;br /&gt;
The graph shows the frequency of the next particle with noise. It gets more accurate when the particle is in the center of your scan angle and faster the closer you get.&lt;br /&gt;
&lt;br /&gt;
===Light===&lt;br /&gt;
[[File:LightExperiment.png|thumb|The Light Experiment|alt=|none]]&lt;br /&gt;
to do&lt;br /&gt;
&lt;br /&gt;
==='''Universal'''===&lt;br /&gt;
[[File:UniversalExperiment.png|thumb|The Universal Experiment|alt=|none]]&lt;br /&gt;
The goal of the Universal Experiment is to increase the gravity of a ball.&lt;br /&gt;
&lt;br /&gt;
You need to change the pieces on the board, so that the ball passes through gravup pads as much as needed.&lt;br /&gt;
&lt;br /&gt;
Caution is needed, as the price increases every time a piece is changed. You may recreate the board to try again, if it gets too expensive.&lt;br /&gt;
&lt;br /&gt;
===Gem===&lt;br /&gt;
[[File:GemExperiment.png|thumb|The Gem Experiment|alt=|none]]&lt;br /&gt;
The goal of the Gem Experiment is to fill the board with gems.&lt;br /&gt;
&lt;br /&gt;
Clicking an icon rolls the icons randomly into new ones in a '''+''' formation.&lt;br /&gt;
&lt;br /&gt;
You can upgrade your chance for a roll to be a gem, you may also upgrade your chance for a gem to not be re-rolled.&lt;br /&gt;
&lt;br /&gt;
A stack requires you to fill the grid 9 times.&lt;br /&gt;
&lt;br /&gt;
===Exotic===&lt;br /&gt;
[[File:ExoticExperiment.png|thumb|The Exotic Experiment|alt=|none]]&lt;br /&gt;
The goal of the exotic experiment is to create ∞universes.&lt;br /&gt;
&lt;br /&gt;
Top middle bar produces universes.&lt;br /&gt;
&lt;br /&gt;
At base you produce 1 universe every 48 hours.&lt;br /&gt;
&lt;br /&gt;
Production Increases the amount of universes you make per bar tick.&lt;br /&gt;
&lt;br /&gt;
Time factor is a divisor to all the bar's base time?&lt;br /&gt;
&lt;br /&gt;
Bottom middle bar adds +0.001 to time factor increment and multiplies production increment by 1.05x&lt;br /&gt;
&lt;br /&gt;
You can use exotic gems to reduce the time of the bar you're upgrading. It gets more expensive with every purchase.&amp;lt;br /&amp;gt;&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each building tier constructed unlocks new experiments.&lt;br /&gt;
&lt;br /&gt;
Tier 1: Neutral&lt;br /&gt;
&lt;br /&gt;
Tier 2: Fire, Electricity&lt;br /&gt;
&lt;br /&gt;
Tier 3: Water, Nature, Earth&lt;br /&gt;
&lt;br /&gt;
Tier 4: Nothing&lt;br /&gt;
&lt;br /&gt;
Tier 5: Darkness&lt;br /&gt;
&lt;br /&gt;
Tier 6: Light, Air, Universal, Gem, Exotic&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
None yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=366</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=366"/>
		<updated>2019-11-17T19:41:08Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|borderless]]&lt;br /&gt;
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.&lt;br /&gt;
&lt;br /&gt;
You can upgrade modules temporarily with experience, or go to the [[workshop]] to permanently upgrade your modules and switch them out.&lt;br /&gt;
&lt;br /&gt;
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&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, Defenseive &amp;amp; Utility===&lt;br /&gt;
A module is either offensive, defensive, or utility.&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,&lt;br /&gt;
&lt;br /&gt;
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;
==Upgrading Modules==&lt;br /&gt;
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
===Tiers===&lt;br /&gt;
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=365</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=365"/>
		<updated>2019-11-17T19:29:21Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Module.png|borderless]]&lt;br /&gt;
Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.&lt;br /&gt;
&lt;br /&gt;
You can go to the [[workshop]] to change out and upgrade your modules.&lt;br /&gt;
&lt;br /&gt;
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&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, Defenseive &amp;amp; Utility ===&lt;br /&gt;
A module is either offensive, defensive, or utility.&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,&lt;br /&gt;
&lt;br /&gt;
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;
== Upgrading Modules ==&lt;br /&gt;
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
=== Tiers ===&lt;br /&gt;
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=364</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=364"/>
		<updated>2019-11-17T19:21:12Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Modules function as interchangeable upgrades to your tower. You cannot make a perfect tower without these.&lt;br /&gt;
&lt;br /&gt;
You can go to the [[workshop]] to change out and upgrade your modules.&lt;br /&gt;
&lt;br /&gt;
It is important to experiment with different module loadouts, there will be 800 modules in the game so the amount of possible builds is massive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&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, Defenseive &amp;amp; Utility ===&lt;br /&gt;
A module is either offensive, defensive, or utility.&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,&lt;br /&gt;
&lt;br /&gt;
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;
== Upgrading Modules ==&lt;br /&gt;
Modules can be upgraded in the main game with experience, or permanently upgraded inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
Upgrading modules will increase their effects or their chance to activate. &lt;br /&gt;
&lt;br /&gt;
=== Tiers ===&lt;br /&gt;
You can unlock additional tiers of modules by prestiging inside the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module will reset it's level to 0, but will raise it's max level by 100.&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=347</id>
		<title>Tower Testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=347"/>
		<updated>2019-11-17T16:43:11Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NewRound.png|thumb|alt=|The new round screen.]]&lt;br /&gt;
[[File:GameExample.png|thumb|The core gameplay.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is where you play the core game of Perfect Tower II.&lt;br /&gt;
[[File:IdleModeExample.png|thumb|No GFX - Idle Mode]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
When you start a new round enemies will start approaching you from fixes locations, your tower will automatically retaliate by shooting at them.&lt;br /&gt;
&lt;br /&gt;
Each time you destroy an enemy they will reward town resource and 1 exp, it is important to invest your experience in upgrades([[modules]]) on the left side of the screen.&lt;br /&gt;
&lt;br /&gt;
Eventually you will lose, losing is part of the process of getting stronger. Now that you have town resource you can upgrade the minimum level of your upgrades([[modules]]) inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
You also get town experience, when you level up your town you get a skillpoint which you can use to purchase [[skills]] that improve building's functionality. &lt;br /&gt;
==Regions==&lt;br /&gt;
&amp;lt;br /&amp;gt;[[File:RegionInfoExample.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
When you select a region, you will see a infographic displayed like the one above.  &lt;br /&gt;
&lt;br /&gt;
The percentage in the top left represents enemy difficulty. The square in the top right represents your highest wave.&lt;br /&gt;
&lt;br /&gt;
Lastly the bar on the bottom represents the [[Elements|elemental]] properties of the enemies you will encounter.&lt;br /&gt;
&lt;br /&gt;
The region can be changed by clicking on the map preview seen below:&lt;br /&gt;
&lt;br /&gt;
[[File:ForestPreviewExample.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Notice it says region 1, there are 15 regions in total for you to unlock.&lt;br /&gt;
&lt;br /&gt;
To unlock a new region, you need to beat the previous region with any difficulty on normal mode.&lt;br /&gt;
&lt;br /&gt;
Each region has unique enemy movement patterns, and in the future they will have special rules and effects, secrets and unlockable assets for your town.&lt;br /&gt;
&lt;br /&gt;
Most notably, each region has a random chance to drop modules. This is represented by the module icon [[File:Module.png|frameless|25x25px]] in the top left of the map preview.&lt;br /&gt;
&lt;br /&gt;
An effort should be made to collect these as they will increase your power and give you options for loadouts. &lt;br /&gt;
&lt;br /&gt;
Unlocking regions, and collecting then maxing modules will allow you to soft prestige. Soft prestige is done with the military, inside of the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
==Modes==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
The new normal mode allows you to test your tower against the environment in the given region. &lt;br /&gt;
&lt;br /&gt;
Once you complete 100 waves in this mode, you unlock the Challenge, Endless and Idle Mode for the given area as well as the normal mode for the next one.&lt;br /&gt;
&lt;br /&gt;
===Endless===&lt;br /&gt;
Same rules as the normal mode except there is no wave cap.&lt;br /&gt;
&lt;br /&gt;
===Challenge===&lt;br /&gt;
Challenge mode is not in the game yet. It is a special mode with certain rules to make the region a lot harder. Will possibly unlock sandbox.&lt;br /&gt;
&lt;br /&gt;
===Idle===&lt;br /&gt;
You play through it just like normal mode. Once complete it calculates your average resource gain.&lt;br /&gt;
&lt;br /&gt;
This unlocks a no GFX mode, where you simply produce resources depending on your average.&lt;br /&gt;
&lt;br /&gt;
When you select idle mode again, a button appears on the bottom left you can click to start your idle gains.&lt;br /&gt;
&lt;br /&gt;
[[File:IdleGainsExample.png|frameless]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sandbox===&lt;br /&gt;
Not unlockable yet. It is a fully customizable mode with a lot of settings to play around with.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
The difficulties control the rewards, and the strength of enemies.&lt;br /&gt;
&lt;br /&gt;
Each difficulty has to be unlocked by beating the previous tier of difficulty, difficulty has to be separately unlocked for each region.&lt;br /&gt;
&lt;br /&gt;
Elemental resistances are increased in the higher difficulties.&lt;br /&gt;
&lt;br /&gt;
On impossible, universal cubes are added regardless of enemy composition.&lt;br /&gt;
&lt;br /&gt;
In the future, the difficulty might also influence certain rules regarding the gameplay or the environmental effects and bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=346</id>
		<title>Tower Testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=346"/>
		<updated>2019-11-17T16:42:37Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NewRound.png|thumb|alt=|The new round screen.]]&lt;br /&gt;
[[File:GameExample.png|thumb|The core gameplay.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is where you play the core game of Perfect Tower II.&lt;br /&gt;
[[File:IdleModeExample.png|thumb|No GFX - Idle Mode]]&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Upgrade skills, getting attacked, dying, investing in town/modules&lt;br /&gt;
&lt;br /&gt;
When you start a new round enemies will start approaching you from fixes locations, your tower will automatically retaliate by shooting at them.&lt;br /&gt;
&lt;br /&gt;
Each time you destroy an enemy they will reward town resource and 1 exp, it is important to invest your experience in upgrades([[modules]]) on the left side of the screen.&lt;br /&gt;
&lt;br /&gt;
Eventually you will lose, losing is part of the process of getting stronger. Now that you have town resource you can upgrade the minimum level of your upgrades([[modules]]) inside the [[workshop]].&lt;br /&gt;
&lt;br /&gt;
You also get town experience, when you level up your town you get a skillpoint which you can use to purchase [[skills]] that improve building's functionality. &lt;br /&gt;
==Regions==&lt;br /&gt;
enemy difficulty scaling rewards, enemy composition&amp;lt;br /&amp;gt;[[File:RegionInfoExample.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
When you select a region, you will see a infographic displayed like the one above.  &lt;br /&gt;
&lt;br /&gt;
The percentage in the top left represents enemy difficulty. The square in the top right represents your highest wave.&lt;br /&gt;
&lt;br /&gt;
Lastly the bar on the bottom represents the [[Elements|elemental]] properties of the enemies you will encounter.&lt;br /&gt;
&lt;br /&gt;
The region can be changed by clicking on the map preview seen below:&lt;br /&gt;
&lt;br /&gt;
[[File:ForestPreviewExample.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Notice it says region 1, there are 15 regions in total for you to unlock.&lt;br /&gt;
&lt;br /&gt;
To unlock a new region, you need to beat the previous region with any difficulty on normal mode.&lt;br /&gt;
&lt;br /&gt;
Each region has unique enemy movement patterns, and in the future they will have special rules and effects, secrets and unlockable assets for your town.&lt;br /&gt;
&lt;br /&gt;
Most notably, each region has a random chance to drop modules. This is represented by the module icon [[File:Module.png|frameless|25x25px]] in the top left of the map preview.&lt;br /&gt;
&lt;br /&gt;
An effort should be made to collect these as they will increase your power and give you options for loadouts. &lt;br /&gt;
&lt;br /&gt;
Unlocking regions, and collecting then maxing modules will allow you to soft prestige. Soft prestige is done with the military, inside of the [[Headquaters|headquarters]].&lt;br /&gt;
&lt;br /&gt;
==Modes==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
The new normal mode allows you to test your tower against the environment in the given region. &lt;br /&gt;
&lt;br /&gt;
Once you complete 100 waves in this mode, you unlock the Challenge, Endless and Idle Mode for the given area as well as the normal mode for the next one.&lt;br /&gt;
&lt;br /&gt;
=== Endless ===&lt;br /&gt;
Same rules as the normal mode except there is no wave cap.&lt;br /&gt;
&lt;br /&gt;
=== Challenge ===&lt;br /&gt;
Challenge mode is not in the game yet. It is a special mode with certain rules to make the region a lot harder. Will possibly unlock sandbox.&lt;br /&gt;
&lt;br /&gt;
=== Idle ===&lt;br /&gt;
You play through it just like normal mode. Once complete it calculates your average resource gain.&lt;br /&gt;
&lt;br /&gt;
This unlocks a no GFX mode, where you simply produce resources depending on your average.&lt;br /&gt;
&lt;br /&gt;
When you select idle mode again, a button appears on the bottom left you can click to start your idle gains.&lt;br /&gt;
&lt;br /&gt;
[[File:IdleGainsExample.png|frameless]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sandbox ===&lt;br /&gt;
Not unlockable yet. It is a fully customizable mode with a lot of settings to play around with.&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
The difficulties control the rewards, and the strength of enemies.&lt;br /&gt;
&lt;br /&gt;
Each difficulty has to be unlocked by beating the previous tier of difficulty, difficulty has to be separately unlocked for each region.&lt;br /&gt;
&lt;br /&gt;
Elemental resistances are increased in the higher difficulties.&lt;br /&gt;
&lt;br /&gt;
On impossible, universal cubes are added regardless of enemy composition.&lt;br /&gt;
&lt;br /&gt;
In the future, the difficulty might also influence certain rules regarding the gameplay or the environmental effects and bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:IdleGainsExample.png&amp;diff=345</id>
		<title>File:IdleGainsExample.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:IdleGainsExample.png&amp;diff=345"/>
		<updated>2019-11-17T16:32:34Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IdleGainsExample&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:IdleModeExample.png&amp;diff=344</id>
		<title>File:IdleModeExample.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:IdleModeExample.png&amp;diff=344"/>
		<updated>2019-11-17T16:30:52Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;IdleModeExample&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Module.png&amp;diff=343</id>
		<title>File:Module.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Module.png&amp;diff=343"/>
		<updated>2019-11-17T16:10:23Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Module&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:ForestPreviewExample.png&amp;diff=342</id>
		<title>File:ForestPreviewExample.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:ForestPreviewExample.png&amp;diff=342"/>
		<updated>2019-11-17T16:04:03Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ForestPreviewExample&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:RegionInfoExample.png&amp;diff=341</id>
		<title>File:RegionInfoExample.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:RegionInfoExample.png&amp;diff=341"/>
		<updated>2019-11-17T15:51:20Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RegionInfoExample&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=340</id>
		<title>Modules</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Modules&amp;diff=340"/>
		<updated>2019-11-17T15:46:53Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: Created page with &amp;quot;Made this page so I can link to it.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Made this page so I can link to it.&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:GameExample.png&amp;diff=339</id>
		<title>File:GameExample.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:GameExample.png&amp;diff=339"/>
		<updated>2019-11-17T15:37:44Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GameExample&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=338</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=338"/>
		<updated>2019-11-17T15:31:41Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: /* Active Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
The workshop is a building where you can upgrade your tower using modules.&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrading the workshop increases your blueprint cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Modules are used to upgrade your tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded up to lvl100 at base. You can raise the level limit by tiering up the module, which is unlocked using the military in [[Headquaters|headquarters.]]&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module resets it to lvl0 but increases the max level by 100. You can increase it up to level 500 right now.&lt;br /&gt;
&lt;br /&gt;
Currently there are 83 modules, but there is planned to be 800.&lt;br /&gt;
&lt;br /&gt;
There are currently 4 categories of modules:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
These increase your damage output in some way.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
These increase your survivability in some way.&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
These are modules which do not directly increase damage or survivability but give some other benefit.&lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Hard to get, powerful modules.&lt;br /&gt;
&lt;br /&gt;
Who knows where you get these?&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of modules that require manual activation.&lt;br /&gt;
&lt;br /&gt;
They could be any of the 4 categories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where you need to place your modules in order for them to take affect.&lt;br /&gt;
&lt;br /&gt;
You can drag modules from your list, into the blueprint.&lt;br /&gt;
&lt;br /&gt;
There is a limit on how many modules you can have in the blueprint, which depends on your workshop level.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[[File:WorkshopSkills.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
===Exotic===&lt;br /&gt;
No exotic skills yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=337</id>
		<title>Tower Testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=337"/>
		<updated>2019-11-17T00:14:07Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NewRound.png|thumb]]&lt;br /&gt;
This is where you play the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Upgrade skills, getting attacked, dying, investing in town/modules&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
enemy difficulty scaling rewards, enemy composition&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modes==&lt;br /&gt;
Normal, endless, idle&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Difficulty==&lt;br /&gt;
difficulty scaling&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=325</id>
		<title>Tower Testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=325"/>
		<updated>2019-11-16T23:35:50Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NewRound.png|thumb]]&lt;br /&gt;
This is where you play the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modes ==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Difficulty ==&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=324</id>
		<title>Tower Testing</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Tower_Testing&amp;diff=324"/>
		<updated>2019-11-16T23:30:52Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: Created page with &amp;quot;thumb &amp;lt;br /&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NewRound.png|thumb]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:NewRound.png&amp;diff=323</id>
		<title>File:NewRound.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:NewRound.png&amp;diff=323"/>
		<updated>2019-11-16T23:29:51Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NewRound&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=320</id>
		<title>Museum</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Museum&amp;diff=320"/>
		<updated>2019-11-16T21:22:02Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The museum is a building where you look at statistics, gain boosts, and research artifacts..{{Building|Tier=5|ConversionRate=45000|Image=Museum.png|Color=Grey|ColorCode=grey}}&lt;br /&gt;
[[File:MuseumExample.png|thumb]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrades do nothing currently.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
Here you can view your feats in Perfect Tower 2. &lt;br /&gt;
&lt;br /&gt;
You can unlock slots for power stones by reaching specific goals.&lt;br /&gt;
&lt;br /&gt;
===Power stones===&lt;br /&gt;
You can buy power stones by clicking the buy button, then selecting a stone.&lt;br /&gt;
&lt;br /&gt;
You can combine them into higher tier stones buy putting three of the same tier into the combination slots and then clicking combine.&lt;br /&gt;
&lt;br /&gt;
You can also hold down the combine button to automatically combine stones in your inventory.&lt;br /&gt;
&lt;br /&gt;
Each statistic slot filled with power stone increases white resource gain by 1%. &lt;br /&gt;
&lt;br /&gt;
You also get bonus elemental damage based on the element of the power stone, the bonus is .5% for each tier of the stone. Multiple stones stack additively.&lt;br /&gt;
&lt;br /&gt;
Additionally you get elemental resistance equal to that damage boost, which caps at 99.9%.&lt;br /&gt;
&lt;br /&gt;
==Artifacts==&lt;br /&gt;
You can collect artifacts in regions or boss fights. &lt;br /&gt;
&lt;br /&gt;
Right now there is only one artifact and it’s unlocked from the beginning. &lt;br /&gt;
&lt;br /&gt;
Artifacts need to be researched and once finished give you one of the following: special mechanic, module or town asset.&lt;br /&gt;
&lt;br /&gt;
===Cubos Cube===&lt;br /&gt;
It's a mystery.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[[File:MuseumSkills.png|frameless]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exotic===&lt;br /&gt;
[[File:MuseumExotic.png|frameless]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Statistics Boost====&lt;br /&gt;
Doubles town resource bonus per statistic slot filled.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=319</id>
		<title>Workshop</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Workshop&amp;diff=319"/>
		<updated>2019-11-16T21:18:28Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=12|ConversionRate=50|Image=Workshop.png|Color=Blue|ColorCode=blue}}&lt;br /&gt;
The workshop is a building where you can upgrade your tower using modules.&lt;br /&gt;
[[File:WorkshopExample.png|thumb]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrading the workshop increases your blueprint cap.&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Modules are used to upgrade your tower. As the name implies, they are modular and thus can be switched around freely.&lt;br /&gt;
&lt;br /&gt;
Modules can be upgraded up to lvl100 at base. You can raise the level limit by tiering up the module, which is unlocked using the military in [[Headquaters|headquarters.]]&lt;br /&gt;
&lt;br /&gt;
Increasing the tier of a module resets it to lvl0 but increases the max level by 100. You can increase it up to level 500 right now.&lt;br /&gt;
&lt;br /&gt;
Currently there are 83 modules, but there is planned to be 800.&lt;br /&gt;
&lt;br /&gt;
There are currently 4 categories of modules:&lt;br /&gt;
&lt;br /&gt;
===Offensive===&lt;br /&gt;
These increase your damage output in some way.&lt;br /&gt;
&lt;br /&gt;
===Defensive===&lt;br /&gt;
These increase your survivability in some way.&lt;br /&gt;
&lt;br /&gt;
===Utility===&lt;br /&gt;
These are modules which do not directly increase damage or survivability but give some other benefit.&lt;br /&gt;
&lt;br /&gt;
===Ultimate===&lt;br /&gt;
Hard to get, powerful modules.&lt;br /&gt;
&lt;br /&gt;
Who knows where you get these?&lt;br /&gt;
&lt;br /&gt;
===Active Modules===&lt;br /&gt;
Active Modules are a sub-category of modules that require manual activation.&lt;br /&gt;
&lt;br /&gt;
They could be any of the 4 categories, but are currently only offensive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blueprint==&lt;br /&gt;
The blueprint is where you need to place your modules in order for them to take affect.&lt;br /&gt;
&lt;br /&gt;
You can drag modules from your list, into the blueprint.&lt;br /&gt;
&lt;br /&gt;
There is a limit on how many modules you can have in the blueprint, which depends on your workshop level.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[[File:WorkshopSkills.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
===Exotic===&lt;br /&gt;
No exotic skills yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Trading_Post&amp;diff=318</id>
		<title>Trading Post</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Trading_Post&amp;diff=318"/>
		<updated>2019-11-16T21:14:43Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=5|ConversionRate=6000|Image=Tradingpost.png|Color=Niagara|ColorCode=#06AAA3}}&lt;br /&gt;
The trading post is a building you can use to exchange cubes.[[File:TradePostScreen.png|thumb|alt=|none]]&lt;br /&gt;
==Trading==&lt;br /&gt;
There is a list of available exchanges on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
Purchasing an exchange will remove it from the list.&lt;br /&gt;
&lt;br /&gt;
The available exchanges change after a certain time.&lt;br /&gt;
&lt;br /&gt;
You can exchange cubes at a ratio of value depending on your input and output ratios.&lt;br /&gt;
&lt;br /&gt;
You can upgrade your input and output ratios.&lt;br /&gt;
&lt;br /&gt;
Deal modifiers allow you to buy exchanges in bulk. (x1, x2, x5, x10, x100)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
None yet.&lt;br /&gt;
&lt;br /&gt;
{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Shipyard&amp;diff=317</id>
		<title>Shipyard</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Shipyard&amp;diff=317"/>
		<updated>2019-11-16T21:11:47Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=100000|Image=Shipyard.png|Color=Spring Green|ColorCode=#00E77F}}&lt;br /&gt;
The shipyard is a building where you can send ships out to gather resources.&lt;br /&gt;
[[File:Shipyard2.png|thumb|alt=|none]]&lt;br /&gt;
&lt;br /&gt;
==Weather==&lt;br /&gt;
Weather is a modifier to the resource gain of your shipments.&lt;br /&gt;
&lt;br /&gt;
It cannot change while a ship is gathering resources, this can be used to lock in good weather.&lt;br /&gt;
&lt;br /&gt;
Bad weather will go away if you wait without a shipment in progress.&lt;br /&gt;
&lt;br /&gt;
==Shipments==&lt;br /&gt;
You can send you ship out to gather shipments.&lt;br /&gt;
&lt;br /&gt;
Every time you collect a shipment, your modifier is permanently increased.&lt;br /&gt;
&lt;br /&gt;
You can upgrade your bonus modifier per shipment.&lt;br /&gt;
&lt;br /&gt;
There are 6 options of shipments&lt;br /&gt;
&lt;br /&gt;
*5 minutes: White Cubes&lt;br /&gt;
*15 minutes: Orange Cubes, Brown Cubes, and Red Cubes&lt;br /&gt;
*60 minutes: Green Cubes, Blue Cubes, and Purple Cubes&lt;br /&gt;
*4 hours: Yellow Cubes, Light Blue Cubes, and Pink Cubes&lt;br /&gt;
*8 hours: Cyan Cubes, Gray Cubes, and Black Cubes&lt;br /&gt;
*24 hours: Gems, and Exotic Gems.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
None yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=316</id>
		<title>Arcade</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Arcade&amp;diff=316"/>
		<updated>2019-11-16T21:10:11Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=100000|Image=Arcade.png|Color=Pink|ColorCode=#CD0064}}&lt;br /&gt;
The Arcade is a building where you can play a small collection of arcade games.&lt;br /&gt;
&lt;br /&gt;
Playing the games will earn you tokens which you can turn in for prizes.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrading the arcade does nothing currently.&lt;br /&gt;
&lt;br /&gt;
It will unlock new games, and items in the shop later on.&lt;br /&gt;
&lt;br /&gt;
==Shop==&lt;br /&gt;
Here you can spend tokens to buy modules.&lt;br /&gt;
&lt;br /&gt;
Later there will be more stuff to buy.&lt;br /&gt;
&lt;br /&gt;
==Games==&lt;br /&gt;
There is one game right now, but there is more to come.&lt;br /&gt;
&lt;br /&gt;
===Perfect Space===&lt;br /&gt;
[[File:PerfectSpace.png|thumb]]&lt;br /&gt;
This is a space shooter game, you need to shoot things to gain score and experience.&lt;br /&gt;
&lt;br /&gt;
The goal is to survive 7 minutes, you get 10 tokens every minute you survive +30 if you win.&lt;br /&gt;
&lt;br /&gt;
====Upgrades====&lt;br /&gt;
[[File:PerfectSpaceUpgrades.png|thumb]]&lt;br /&gt;
Destroying things gives you experience, with enough experience you level up and are rewarded with 1 skill point.&lt;br /&gt;
&lt;br /&gt;
You can spent skill points to upgrade your ship, and buy abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Power'''&lt;br /&gt;
&lt;br /&gt;
Increases the damage of your bullets.&lt;br /&gt;
&lt;br /&gt;
*'''Max health'''&lt;br /&gt;
&lt;br /&gt;
Increases the maximum capacity of your health.&lt;br /&gt;
&lt;br /&gt;
*'''Health Regeneration'''&lt;br /&gt;
&lt;br /&gt;
Increases the speed which your health regenerates.&lt;br /&gt;
&lt;br /&gt;
*'''Movement Speed'''&lt;br /&gt;
&lt;br /&gt;
Increases the speed which you move.&lt;br /&gt;
&lt;br /&gt;
*'''Attack Speed'''&lt;br /&gt;
&lt;br /&gt;
Decreases the interval between shooting bullets.&lt;br /&gt;
&lt;br /&gt;
*'''Bullet Size'''&lt;br /&gt;
&lt;br /&gt;
Increases the size of your bullets.&lt;br /&gt;
&lt;br /&gt;
*'''Dash'''&lt;br /&gt;
&lt;br /&gt;
Reduces the cooldown of dash.&lt;br /&gt;
&lt;br /&gt;
*'''Shotgun'''&lt;br /&gt;
&lt;br /&gt;
Reduces the cooldown of shotgun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
====Abilities====&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Leech'''&lt;br /&gt;
&lt;br /&gt;
Restores health based on damage dealt.&lt;br /&gt;
&lt;br /&gt;
*'''Piercing'''&lt;br /&gt;
&lt;br /&gt;
Bullets go through all obstacles and enemies, instead of disappearing on contact.&lt;br /&gt;
&lt;br /&gt;
*'''Multishot'''&lt;br /&gt;
&lt;br /&gt;
Occasionally Shoots two additional bullets to the side in a '''V''' pattern.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
None yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=313</id>
		<title>Factory</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Factory&amp;diff=313"/>
		<updated>2019-11-16T20:13:15Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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.{{Building|Tier=10|ConversionRate=150|Image=Factory.png|Color=Red|ColorCode=red}}&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;
&amp;lt;br /&amp;gt;&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;
&lt;br /&gt;
Upgrades to the factory increases inventory space, crafting grid space, and unlocks new recipes.&lt;br /&gt;
==Main Screen==&lt;br /&gt;
===Inventory===&lt;br /&gt;
The inventory is located on the bottom right. Things you buy and make can be placed here. &lt;br /&gt;
&lt;br /&gt;
You can click and drag the items to move them around, and into the crafting grid.&lt;br /&gt;
&lt;br /&gt;
Right click to split stacks.&lt;br /&gt;
&lt;br /&gt;
===Crafting Grid===&lt;br /&gt;
The crafting grid located on the left of the factory screen&lt;br /&gt;
&lt;br /&gt;
You can display recipes here, 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. &lt;br /&gt;
&lt;br /&gt;
You can find them in the recipe list.&lt;br /&gt;
&lt;br /&gt;
Every tier of machine is twice as fast as the previous tier.&lt;br /&gt;
&amp;lt;br /&amp;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.&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 rings, 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;
Selecting a recipe adds transparent items onto the crafting grid as a guide for you to fill out.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
The producer tab is where you install your producers. &lt;br /&gt;
&lt;br /&gt;
They make various resources at a specific rate.&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 has a stock limit, that replenishes over time when not capped.&lt;br /&gt;
&lt;br /&gt;
==Refining==&lt;br /&gt;
The refining tab is where you refine shards dug up from [[Mine|the mine]] into ores.&lt;br /&gt;
&lt;br /&gt;
This allows you to get higher tier items than can be found in the shop.&lt;br /&gt;
&lt;br /&gt;
The belt is important is reducing the time it takes to refine material.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[[File:Factoryskills.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
===Exotic===&lt;br /&gt;
[[File:FactoryExotic.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Machine Handling====&lt;br /&gt;
Allows you to pick up machines from their machine slot via right click and place them back via left click.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=312</id>
		<title>Power Plant</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Power_Plant&amp;diff=312"/>
		<updated>2019-11-16T20:06:56Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Power Plant is a building where you generate electricity to give speed boosts to other buildings.{{Building|Tier=6|ConversionRate=800|Image=Powerplant.png|Color=Yellow|ColorCode=#E6C900}}&lt;br /&gt;
[[File:PowerPlant.png|thumb]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrading the power plant currently does nothing.&lt;br /&gt;
&lt;br /&gt;
==PowerGrid==&lt;br /&gt;
The power grid is where you place structures in order to make and store energy.&lt;br /&gt;
&lt;br /&gt;
You can place structures by selecting one from the list on the left of the screen, and then clicking an empty square.&lt;br /&gt;
&lt;br /&gt;
To delete a structure, click it while you have a structure selected from the list.&lt;br /&gt;
&lt;br /&gt;
==Network==&lt;br /&gt;
This is where you spend your energy to speed up other buildings.&lt;br /&gt;
&lt;br /&gt;
Currently the only options are to speed up the [[Construction Firm]], or the [[Factory]].&lt;br /&gt;
&lt;br /&gt;
The more energy you use, the longer and stronger the buff is. &lt;br /&gt;
&lt;br /&gt;
You can boost multiple buildings at the same time, but selecting less makes the individual boosts better.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
These are your structures for use in the power grid.&lt;br /&gt;
&lt;br /&gt;
In the future you will unlock more by upgrading the Power Plant.&lt;br /&gt;
&lt;br /&gt;
===Basic===&lt;br /&gt;
&lt;br /&gt;
====Water Pump====&lt;br /&gt;
Provides infinite water. [[File:PowerPlantExample.png|thumb|Basic setup for tier 1.]]&lt;br /&gt;
&lt;br /&gt;
====Fluid Pipe====&lt;br /&gt;
Transports 1000L of gas or fluid per tick.&lt;br /&gt;
&lt;br /&gt;
Currently used to move water from a water pump to a coal boiler, and to move steam from a coal boiler to a steam turbine.&lt;br /&gt;
&lt;br /&gt;
When the pipe is inactive it will be gray, when it has water inside it turns blue, and when steam is inside it turns white.&lt;br /&gt;
&lt;br /&gt;
It is not mandatory to connect structures via pipes, buildings can connect by being placed next to each other.&lt;br /&gt;
&lt;br /&gt;
====Yellow Battery====&lt;br /&gt;
Adds +2000 power capacity.&lt;br /&gt;
&lt;br /&gt;
It can be placed anywhere, it does not need to be connected to anything.&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
&lt;br /&gt;
====Coal Chest====&lt;br /&gt;
Provides 2500kg of coal.&lt;br /&gt;
&lt;br /&gt;
Needs to be placed next to a coal boiler.&lt;br /&gt;
&lt;br /&gt;
Has to be replaced periodically, as it will run out of coal.&lt;br /&gt;
&lt;br /&gt;
====Coal Boiler====&lt;br /&gt;
Turns water, and 4 kg of coal into 30L of steam.&lt;br /&gt;
&lt;br /&gt;
It needs to be connected to water pump, and it needs a coal chest next to it.&lt;br /&gt;
&lt;br /&gt;
====Steam Turbine====&lt;br /&gt;
Turns 10L of steam into 30 power per tick.&lt;br /&gt;
&lt;br /&gt;
It needs to be connected to an active coal boiler.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
None yet.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=311</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=311"/>
		<updated>2019-11-16T19:34:24Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
The statue of cubos is a building you use to fight bosses.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrading the statue of cubos will unlock more bosses. There is only one boss right now.&lt;br /&gt;
&lt;br /&gt;
==Bosses==&lt;br /&gt;
Fighting bosses is entirely different than the core game, each boss will have unique mechanics and ways to defeat them.&lt;br /&gt;
&lt;br /&gt;
Upgrades from the rest of the game do not influence the boss fight, instead they have their own upgrades.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;SPOILER ALERT - Boss 1&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:StatueOfCubosExample.png|thumb]]&lt;br /&gt;
===Boss 1===&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms.&lt;br /&gt;
&lt;br /&gt;
You can dodge his attacks by hopping to adjacent pillars.&lt;br /&gt;
&lt;br /&gt;
To damage cylindro you need to fire missiles, this will cost energy.&lt;br /&gt;
&lt;br /&gt;
Energy orbs spawn randomly on pillars, use these to restore energy.&lt;br /&gt;
&lt;br /&gt;
If you defeat cylindro you are rewarded one exotic gem.&lt;br /&gt;
[[File:Cylindro.png|thumb|Fighting Cylindro|alt=|none]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
None yet{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=301</id>
		<title>Statue of Cubos</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Statue_of_Cubos&amp;diff=301"/>
		<updated>2019-11-16T04:31:08Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=3|ConversionRate=250000|Image=StatueOfCubos.png|Color=Black|ColorCode=black}}&lt;br /&gt;
The statue of cubos is a building you use to fight bosses.&lt;br /&gt;
[[File:StatueOfCubosExample.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Upgrades ==&lt;br /&gt;
[[File:Cylindro.png|thumb]]&lt;br /&gt;
Upgrading the statue of cubos will unlock more bosses. There is only one boss right now.&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
Fighting bosses is entirely different than the core game, each boss will have unique mechanics and ways to defeat them.&lt;br /&gt;
&lt;br /&gt;
Upgrades from the rest of the game do not influence the boss fight, instead they have their own upgrades.&lt;br /&gt;
&lt;br /&gt;
=== Cylindro ===&lt;br /&gt;
Cylindro is a large cylinder who will try to attack you with headbutts and water-storms.&lt;br /&gt;
&lt;br /&gt;
You can dodge his attacks by moving by hopping to adjacent pillars.&lt;br /&gt;
&lt;br /&gt;
To damage cylindro you need to fire missiles, this will cost energy.&lt;br /&gt;
&lt;br /&gt;
Energy orbs spawn randomly on pillars, use these to restore energy.&lt;br /&gt;
&lt;br /&gt;
If you defeat cylindro you are rewarded one exotic gem.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
None yet{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:Cylindro.png&amp;diff=300</id>
		<title>File:Cylindro.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:Cylindro.png&amp;diff=300"/>
		<updated>2019-11-16T04:28:59Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cylindro&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=File:StatueOfCubosExample.png&amp;diff=299</id>
		<title>File:StatueOfCubosExample.png</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=File:StatueOfCubosExample.png&amp;diff=299"/>
		<updated>2019-11-16T04:28:24Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;StatueOfCubosExample&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
	<entry>
		<id>https://www.perfecttower2.com/wiki/index.php?title=Construction_Firm&amp;diff=298</id>
		<title>Construction Firm</title>
		<link rel="alternate" type="text/html" href="https://www.perfecttower2.com/wiki/index.php?title=Construction_Firm&amp;diff=298"/>
		<updated>2019-11-16T04:09:51Z</updated>

		<summary type="html">&lt;p&gt;Ultravolt: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|Tier=4|ConversionRate=60|Image=Constructionfirm.png|Color=Brown|ColorCode=brown}}&lt;br /&gt;
The construction firm is a building that you use to build and upgrade other town buildings.&lt;br /&gt;
[[File:ConstructionFirmExample.png|thumb]]&lt;br /&gt;
==Upgrades==&lt;br /&gt;
Upgrading the construction firm unlocks more buildings to construct.&lt;br /&gt;
&lt;br /&gt;
==Building==&lt;br /&gt;
You have a list of buildings to construct or upgrade on the right of the screen.&lt;br /&gt;
&lt;br /&gt;
Buildings being upgraded cannot be used, with the exception of the construction firm itself.&lt;br /&gt;
&lt;br /&gt;
You may cancel a project for a 100% refund of resources.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
[[File:ConstructionFirmSkills.png|frameless]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Exotic ===&lt;br /&gt;
[[File:ConstructionFirmExotic.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
==== Construction Queue ====&lt;br /&gt;
Allows you to queue up 2 buildings (3 if construction firm is maximized) Which are then automatically constructed one after another.&lt;br /&gt;
&lt;br /&gt;
==== Security Measures ====&lt;br /&gt;
Allows you to use buildings while they are being constructed.{{PerfectNavigation}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ultravolt</name></author>
		
	</entry>
</feed>